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[NPC] Support for multiple emotes per type, emote variables (#3801)
* [forage rule feature] add a rule to disabled using common_food_ids from the list in forage.cpp. currently set to enabled. * NPC database emotes now supports basic variables. More than one variable can be used at a time. * Format manifest * Formatting * Formatting * Formatting --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
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+7
-7
@@ -1056,7 +1056,7 @@ Zone::~Zone() {
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safe_delete_array(short_name);
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safe_delete_array(long_name);
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safe_delete(Weather_Timer);
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NPCEmoteList.Clear();
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npc_emote_list.clear();
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zone_point_list.Clear();
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entity_list.Clear();
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ClearBlockedSpells();
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@@ -1152,7 +1152,7 @@ bool Zone::Init(bool is_static) {
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LoadLDoNTrapEntries();
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LoadVeteranRewards();
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LoadAlternateCurrencies();
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LoadNPCEmotes(&NPCEmoteList);
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LoadNPCEmotes(&npc_emote_list);
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LoadAlternateAdvancement();
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@@ -1233,8 +1233,8 @@ void Zone::ReloadStaticData() {
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LoadVeteranRewards();
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LoadAlternateCurrencies();
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NPCEmoteList.Clear();
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LoadNPCEmotes(&NPCEmoteList);
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npc_emote_list.clear();
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LoadNPCEmotes(&npc_emote_list);
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//load the zone config file.
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if (!LoadZoneCFG(GetShortName(), GetInstanceVersion())) { // try loading the zone name...
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@@ -2548,10 +2548,10 @@ void Zone::DoAdventureActions()
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}
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void Zone::LoadNPCEmotes(LinkedList<NPC_Emote_Struct*>* NPCEmoteList)
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void Zone::LoadNPCEmotes(std::vector<NPC_Emote_Struct*>* NPCEmoteList)
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{
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NPCEmoteList->Clear();
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NPCEmoteList->clear();
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const std::string query = "SELECT emoteid, event_, type, text FROM npc_emotes";
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auto results = content_db.QueryDatabase(query);
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if (!results.Success()) {
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@@ -2565,7 +2565,7 @@ void Zone::LoadNPCEmotes(LinkedList<NPC_Emote_Struct*>* NPCEmoteList)
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nes->event_ = Strings::ToInt(row[1]);
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nes->type = Strings::ToInt(row[2]);
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strn0cpy(nes->text, row[3], sizeof(nes->text));
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NPCEmoteList->Insert(nes);
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NPCEmoteList->push_back(nes);
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}
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LogInfo("Loaded [{}] npc emotes", Strings::Commify(results.RowCount()));
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