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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-10 23:04:42 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-11 13:47:17 +0200
commitd7fa7ea64f6bb0bc0b097e4bf1ceb4bd9620d0da (patch)
tree1b4d200ba66c6afcdb7763951980476756339cf1 /src/game-server/quest.h
parentaa04597c5f8bb806996d604699fc8ebff6d53bdd (diff)
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Converted Being into a Component
I did not really care too much about staying consistent with the use of static_casts to Actors since they are only temporary anyway until Actor is a component too.
Diffstat (limited to 'src/game-server/quest.h')
-rw-r--r--src/game-server/quest.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game-server/quest.h b/src/game-server/quest.h
index 13f91cc2..bfc1f874 100644
--- a/src/game-server/quest.h
+++ b/src/game-server/quest.h
@@ -25,7 +25,7 @@
#include "scripting/scriptmanager.h"
-class Being;
+class Entity;
class Script;
@@ -35,14 +35,14 @@ class QuestCallback
virtual ~QuestCallback()
{ }
- virtual void triggerCallback(Being *ch,
+ virtual void triggerCallback(Entity *ch,
const std::string &value) const = 0;
};
class QuestThreadCallback : public QuestCallback
{
public:
- typedef void (*Handler)(Being *,
+ typedef void (*Handler)(Entity *,
const std::string &value,
Script *mScript);
@@ -52,7 +52,7 @@ class QuestThreadCallback : public QuestCallback
mScript(script)
{ }
- void triggerCallback(Being *ch, const std::string &value) const
+ void triggerCallback(Entity *ch, const std::string &value) const
{ mHandler(ch, value, mScript); }
private:
@@ -67,7 +67,7 @@ class QuestRefCallback : public QuestCallback
mQuestName(questName)
{ script->assignCallback(mRef); }
- void triggerCallback(Being *ch, const std::string &value) const;
+ void triggerCallback(Entity *ch, const std::string &value) const;
private:
Script::Ref mRef;
@@ -78,18 +78,18 @@ class QuestRefCallback : public QuestCallback
* Gets the value associated to a quest variable.
* @return false if no value was in cache.
*/
-bool getQuestVar(Being *, const std::string &name, std::string &value);
+bool getQuestVar(Entity *, const std::string &name, std::string &value);
/**
* Sets the value associated to a quest variable.
*/
-void setQuestVar(Being *, const std::string &name, const std::string &value);
+void setQuestVar(Entity *, const std::string &name, const std::string &value);
/**
* Starts the recovery of a variable and returns immediatly. The callback will
* be called once the value has been recovered.
*/
-void recoverQuestVar(Being *, const std::string &name, QuestCallback *);
+void recoverQuestVar(Entity *, const std::string &name, QuestCallback *);
/**
* Called by the handler of the account server when a value is received.