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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/npc.cpp
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/npc.cpp')
-rw-r--r--src/game-server/npc.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/game-server/npc.cpp b/src/game-server/npc.cpp
index e7a2988..f9e714b 100644
--- a/src/game-server/npc.cpp
+++ b/src/game-server/npc.cpp
@@ -73,7 +73,7 @@ void NpcComponent::setUpdateCallback(Script::Ref function)
-static Script *prepareResume(Being *ch, Script::ThreadState expectedState)
+static Script *prepareResume(Entity *ch, Script::ThreadState expectedState)
{
Script::Thread *thread =
ch->getComponent<CharacterComponent>()->getNpcThread();
@@ -85,7 +85,7 @@ static Script *prepareResume(Being *ch, Script::ThreadState expectedState)
return script;
}
-void Npc::start(Being *npc, Being *ch)
+void Npc::start(Entity *npc, Entity *ch)
{
NpcComponent *npcComponent = npc->getComponent<NpcComponent>();
@@ -100,17 +100,17 @@ void Npc::start(Being *npc, Being *ch)
script->push(npc);
script->push(ch);
ch->getComponent<CharacterComponent>()
- ->startNpcThread(thread, npc->getPublicID());
+ ->startNpcThread(thread, static_cast<Actor*>(npc)->getPublicID());
}
}
-void Npc::resume(Being *ch)
+void Npc::resume(Entity *ch)
{
if (prepareResume(ch, Script::ThreadPaused))
ch->getComponent<CharacterComponent>()->resumeNpcThread();
}
-void Npc::integerReceived(Being *ch, int value)
+void Npc::integerReceived(Entity *ch, int value)
{
if (Script *script = prepareResume(ch, Script::ThreadExpectingNumber))
{
@@ -119,7 +119,7 @@ void Npc::integerReceived(Being *ch, int value)
}
}
-void Npc::stringReceived(Being *ch, const std::string &value)
+void Npc::stringReceived(Entity *ch, const std::string &value)
{
if (Script *script = prepareResume(ch, Script::ThreadExpectingString))
{