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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-09 21:30:42 +0100 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-10 18:07:29 +0100 |
commit | 78c912fb4007c3e5f0b43de02646772acb21ecf2 (patch) | |
tree | e45409ff061de75b0e4273763a87f5a25de6a65b /src/game-server/quest.cpp | |
parent | 2fa7d1f39b24714ee6dc72b6b9e61ec5a1997724 (diff) | |
download | manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.tar.gz manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.tar.bz2 manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.tar.xz manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.zip |
Moved the managing of NPC script coroutines into C++
Rather than wrapping NPC functions up in coroutines in the Lua side, they
are now managed on the C++ side as "script threads", which are essentially
the same thing.
The main purpose is that the server can now know whether any of these long
running script interactions are still active, which will probably be useful
when adding the ability to reload scripts.
Reviewed-by: Erik Schilling
Diffstat (limited to 'src/game-server/quest.cpp')
-rw-r--r-- | src/game-server/quest.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/src/game-server/quest.cpp b/src/game-server/quest.cpp index 974fc4ce..3b415fe0 100644 --- a/src/game-server/quest.cpp +++ b/src/game-server/quest.cpp @@ -129,7 +129,8 @@ void recoverQuestVar(Character *ch, const std::string &name, accountHandler->requestCharacterVar(ch, name); } -void recoveredQuestVar(int id, const std::string &name, +void recoveredQuestVar(int id, + const std::string &name, const std::string &value) { PendingQuests::iterator i = pendingQuests.find(id); @@ -152,7 +153,7 @@ void recoveredQuestVar(int id, const std::string &name, for (QuestCallbacks::const_iterator k = j->second.begin(), k_end = j->second.end(); k != k_end; ++k) { - k->handler(ch, name, value, k->script); + k->handler(ch, value, k->script); } variables.erase(j); |