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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-03 20:34:57 +0100 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-03 21:24:45 +0100 |
commit | b2fde0cf32348355f7725c6a7b0a523e0958c1a4 (patch) | |
tree | f12ab2fff979db589bc5a4a6de6fc7e8b4d67313 /scripts/lua | |
parent | 84c87cc99be29a694f0ffe83ab7a06ae433bb0cd (diff) | |
download | manaserv-b2fde0cf32348355f7725c6a7b0a523e0958c1a4.tar.gz manaserv-b2fde0cf32348355f7725c6a7b0a523e0958c1a4.tar.bz2 manaserv-b2fde0cf32348355f7725c6a7b0a523e0958c1a4.tar.xz manaserv-b2fde0cf32348355f7725c6a7b0a523e0958c1a4.zip |
Made some global Lua variables local
We have to be careful with introducing globals now that there is only a
single Lua state, so we shouldn't use globals unnecessarily. Any variable
should be declared 'local' unless there is a reason to make it global.
For additional safety we can also think about disallowing the use of globals
entirely. This also helps to catch typos in scripts.
Reviewed-by: Erik Schilling
Diffstat (limited to 'scripts/lua')
-rw-r--r-- | scripts/lua/libmana.lua | 93 |
1 files changed, 47 insertions, 46 deletions
diff --git a/scripts/lua/libmana.lua b/scripts/lua/libmana.lua index ec68fae0..cb92276b 100644 --- a/scripts/lua/libmana.lua +++ b/scripts/lua/libmana.lua @@ -171,9 +171,9 @@ local function process_npc(w, ...) return true end --- Called by the game whenever a player starts talking to an NPC. --- Creates a coroutine based on the registered NPC handler. -function npc_start(npc, ch) +-- Registered as the function to call whenever a player starts talking to an +-- NPC. Creates a coroutine based on the registered NPC handler. +local function npc_start(npc, ch) states[ch] = nil local h = npc_talk_functs[npc] if not h then return end @@ -192,9 +192,9 @@ function do_npc_close(npc, ch) mana.npc_end(npc, ch) end --- Called by the game whenever a player keeps talking to an NPC. --- Checks that the NPC expects it, and processes the respective coroutine. -function npc_next(npc, ch) +-- Registered as the function to call whenever a player continues talking to an +-- NPC. Checks that the NPC expects it, and processes the respective coroutine. +local function npc_next(npc, ch) local w = states[ch] if w then local w3 = w[3] @@ -208,23 +208,24 @@ function npc_next(npc, ch) states[ch] = nil end --- Called by the game whenever a player selects a particular reply. --- Checks that the NPC expects it, and processes the respective coroutine. -function npc_choose(npc, ch, u) +-- Registered as the function to call whenever a player selects a particular +-- reply. Checks that the NPC expects it, and processes the respective +-- coroutine. +local function npc_choose(npc, ch, u) local w = states[ch] if not (w and w[1] == npc and w[3] == 2 and process_npc(w, u)) then states[ch] = nil end end -function npc_integer(npc, ch, u) +local function npc_integer(npc, ch, u) local w = states[ch] if not (w and w[1] == npc and w[3] == 2 and process_npc(w, u)) then states[ch] = nil end end -function npc_string(npc, ch, u) +local function npc_string(npc, ch, u) local w = states[ch] if not (w and w[1] == npc and w[3] == 2 and process_npc(w, u)) then states[ch] = nil @@ -232,7 +233,8 @@ function npc_string(npc, ch, u) end -- Called by the game when a player sends a letter. -function npc_post(npc, ch, sender, letter) +-- TODO: Actually this function isn't called, probably unfinished implementation +local function npc_post(npc, ch, sender, letter) local w = states[ch] if not (w and w[1] == npc and w[3] == 1 and process_npc(w, sender, letter)) then states[ch] = nil @@ -272,16 +274,40 @@ local function npc_post_reply(ch, sender, letter) states[ch] = nil end --- Called by the game every tick for each NPC. -function npc_update(npc) +-- Registered as the function to call every tick for each NPC. +local function npc_update(npc) local h = npc_update_functs[npc]; if h then h(npc) end; end --- Called by the game every tick. --- Checks for scheduled function calls --- Cleans obsolete connections. -function update() +-- Table of scheduled jobs. A job is an array with 3 elements: +-- 0: the UNIX timestamp when it is executed +-- 1: the function which is executed +-- 2: nil when it is a one-time job. Repetition interval is seconds when it is +-- a repeated job. +local scheduler_jobs = {} + +-- checks for jobs which have to be executed, executes them and reschedules +-- them when they are repeated jobs. +local function check_schedule() + local current_time = os.time() + + while #scheduler_jobs~=0 and current_time > scheduler_jobs[#scheduler_jobs][0] do + -- retreive the job and remove it from the schedule + job = scheduler_jobs[#scheduler_jobs] + table.remove(scheduler_jobs) + -- reschedule the job when it is a repeated job + if job[2] then + schedule_every(job[2], job[1]) + end + -- execute the job + job[1]() + end +end + +-- Registered as the function to call every tick. +-- Checks for scheduled function calls and cleans obsolete connections. +local function update() -- check the scheduler check_schedule() @@ -314,7 +340,7 @@ end -- Called by the game for creating NPCs embedded into maps. -- Delays the creation until map initialization is performed. -- Note: Assumes that the "npc_handler" global field contains the NPC handler. -function create_npc_delayed(name, id, x, y) +local function create_npc_delayed(name, id, x, y) -- Bind the name to a local variable first, as it will be reused. local h = npc_handler atinit(function() create_npc(name, id, x, y, h, nil) end) @@ -323,7 +349,7 @@ end -- Called during map initialization, for each map. -- Executes all the functions registered by atinit. -function initialize() +local function map_initialize() for i,f in ipairs(init_fun) do f() end @@ -333,37 +359,12 @@ end -- SCHEDULER --- Table of scheduled jobs. A job is an array with 3 elements: --- 0: the UNIX timestamp when it is executed --- 1: the function which is executed --- 2: nil when it is a one-time job. Repetition interval is seconds when it is --- a repeated job. -local scheduler_jobs = {} - -- compare function used to sort the scheduler_jobs table. -- the jobs which come first are at the end of the table. local function job_cmp(job1, job2) return (job1[0] > job2[0]) end --- checks for jobs which have to be executed, executes them and reschedules --- them when they are repeated jobs. -function check_schedule() - local current_time = os.time() - - while #scheduler_jobs~=0 and current_time > scheduler_jobs[#scheduler_jobs][0] do - -- retreive the job and remove it from the schedule - job = scheduler_jobs[#scheduler_jobs] - table.remove(scheduler_jobs) - -- reschedule the job when it is a repeated job - if job[2] then - schedule_every(job[2], job[1]) - end - -- execute the job - job[1]() - end -end - -- schedules a function call to be executed once in n seconds function schedule_in(seconds, funct) local job = {} @@ -467,7 +468,7 @@ mana.on_npc_post_reply(npc_post_reply) mana.on_npc_update(npc_update) mana.on_create_npc_delayed(create_npc_delayed) -mana.on_map_initialize(initialize) +mana.on_map_initialize(map_initialize) mana.on_being_death(death_notification) mana.on_being_remove(remove_notification) |