Added quest areas (only accessable in lua) which work similar to proximities except are not attached to any one npc. Also fixed up the proximity code a bit to comply and got rid of my stupid ass fix for the deleting lists thing

This commit is contained in:
KimLS
2013-06-22 20:47:11 -07:00
parent bb1282de30
commit 0dc66b3dd7
11 changed files with 231 additions and 95 deletions
+7 -1
View File
@@ -106,7 +106,9 @@ const char *LuaEvents[_LargestEventID] = {
"event_augment_item",
"event_unaugment_item",
"event_augment_insert",
"event_augment_remove"
"event_augment_remove",
"event_enter_area",
"event_leave_area"
};
extern Zone *zone;
@@ -150,6 +152,8 @@ LuaParser::LuaParser() {
NPCArgumentDispatch[EVENT_CAST] = handle_npc_cast;
NPCArgumentDispatch[EVENT_CAST_BEGIN] = handle_npc_cast;
NPCArgumentDispatch[EVENT_FEIGN_DEATH] = handle_npc_single_client;
NPCArgumentDispatch[EVENT_ENTER_AREA] = handle_npc_area;
NPCArgumentDispatch[EVENT_LEAVE_AREA] = handle_npc_area;
PlayerArgumentDispatch[EVENT_SAY] = handle_player_say;
PlayerArgumentDispatch[EVENT_DEATH] = handle_player_death;
@@ -176,6 +180,8 @@ LuaParser::LuaParser() {
PlayerArgumentDispatch[EVENT_COMBINE_SUCCESS] = handle_player_combine;
PlayerArgumentDispatch[EVENT_COMBINE_FAILURE] = handle_player_combine;
PlayerArgumentDispatch[EVENT_FEIGN_DEATH] = handle_player_feign;
PlayerArgumentDispatch[EVENT_ENTER_AREA] = handle_player_area;
PlayerArgumentDispatch[EVENT_LEAVE_AREA] = handle_player_area;
ItemArgumentDispatch[EVENT_ITEM_CLICK] = handle_item_click;
ItemArgumentDispatch[EVENT_ITEM_CLICK_CAST] = handle_item_click;