From d7fa7ea64f6bb0bc0b097e4bf1ceb4bd9620d0da Mon Sep 17 00:00:00 2001 From: Erik Schilling Date: Wed, 10 Apr 2013 23:04:42 +0200 Subject: 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. --- src/game-server/npc.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'src/game-server/npc.cpp') 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()->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(); @@ -100,17 +100,17 @@ void Npc::start(Being *npc, Being *ch) script->push(npc); script->push(ch); ch->getComponent() - ->startNpcThread(thread, npc->getPublicID()); + ->startNpcThread(thread, static_cast(npc)->getPublicID()); } } -void Npc::resume(Being *ch) +void Npc::resume(Entity *ch) { if (prepareResume(ch, Script::ThreadPaused)) ch->getComponent()->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)) { -- cgit