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-rw-r--r--src/scripting/lua.cpp69
1 files changed, 67 insertions, 2 deletions
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp
index b7e61065..56f60f81 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -1380,7 +1380,7 @@ static int monster_remove(lua_State *s)
}
/**
- * chr_get_quest(Character*, string): nil or string
+ * chr_get_quest(Character*, string): string
* Callback for getting a quest variable. Starts a recovery and returns
* immediatly, if the variable is not known yet.
*/
@@ -1399,7 +1399,8 @@ static int chr_get_quest(lua_State *s)
lua_pushstring(s, value.c_str());
return 1;
}
- QuestCallback f = { &LuaScript::getQuestCallback, getScript(s) };
+ QuestCallback *f = new QuestThreadCallback(&LuaScript::getQuestCallback,
+ getScript(s));
recoverQuestVar(q, name, f);
thread->mState = Script::ThreadExpectingString;
@@ -1407,6 +1408,68 @@ static int chr_get_quest(lua_State *s)
}
/**
+ * chr_request_quest(Character*, string, Ref function)
+ * Requests the questvar from the account server. This will make it available in
+ * the quest cache after some time. The passwed function will be called back as
+ * soon the quest var is available.
+ */
+static int chr_request_quest(lua_State *s)
+{
+ Character *ch = checkCharacter(s, 1);
+ const char *name = luaL_checkstring(s, 2);
+ luaL_argcheck(s, name[0] != 0, 2, "empty variable name");
+ luaL_checktype(s, 3, LUA_TFUNCTION);
+
+ std::string value;
+ bool res = getQuestVar(ch, name, value);
+ if (res)
+ {
+ // Already cached, call passed callback immediately
+ Script *script = getScript(s);
+ Script::Ref callback;
+ script->assignCallback(callback);
+
+ // Backup the map since execute will reset it
+ MapComposite *map = script->getMap();
+
+ script->prepare(callback);
+ script->push(ch);
+ script->push(name);
+ script->push(value);
+ script->execute();
+
+ // Restore map
+ script->setMap(map);
+ return 0;
+ }
+
+ QuestCallback *f = new QuestRefCallback(getScript(s), name);
+ recoverQuestVar(ch, name, f);
+
+ return 0;
+}
+
+/**
+ * chr_try_get_quest(Character*, string): nil or string
+ * Callback for checking if a quest variable is available in cache. It will
+ * return the variable if it is or nil if it is not in cache.
+ */
+static int chr_try_get_quest(lua_State *s)
+{
+ Character *q = checkCharacter(s, 1);
+ const char *name = luaL_checkstring(s, 2);
+ luaL_argcheck(s, name[0] != 0, 2, "empty variable name");
+
+ std::string value;
+ bool res = getQuestVar(q, name, value);
+ if (res)
+ lua_pushstring(s, value.c_str());
+ else
+ lua_pushnil(s);
+ return 1;
+}
+
+/**
* getvar_map(string): string
* Gets the value of a persistent map variable.
*/
@@ -2443,6 +2506,8 @@ LuaScript::LuaScript():
{ "chr_get_level", &chr_get_level },
{ "chr_get_quest", &chr_get_quest },
{ "chr_set_quest", &chr_set_quest },
+ { "chr_request_quest", &chr_request_quest },
+ { "chr_try_get_quest", &chr_try_get_quest },
{ "getvar_map", &getvar_map },
{ "setvar_map", &setvar_map },
{ "getvar_world", &getvar_world },