Implemented encounter timers - no spawn required

This commit is contained in:
Russell Kinasz
2015-06-02 12:25:09 -07:00
parent 66d37cabe4
commit 2c6fd44811
14 changed files with 237 additions and 19 deletions
+3 -3
View File
@@ -434,14 +434,14 @@ int QuestParserCollection::EventSpell(QuestEventID evt, NPC* npc, Client *client
return 0;
}
int QuestParserCollection::EventEncounter(QuestEventID evt, std::string encounter_name, uint32 extra_data,
int QuestParserCollection::EventEncounter(QuestEventID evt, std::string encounter_name, std::string data, uint32 extra_data,
std::vector<EQEmu::Any> *extra_pointers) {
auto iter = _encounter_quest_status.find(encounter_name);
if(iter != _encounter_quest_status.end()) {
//loaded or failed to load
if(iter->second != QuestFailedToLoad) {
std::map<uint32, QuestInterface*>::iterator qiter = _interfaces.find(iter->second);
return qiter->second->EventEncounter(evt, encounter_name, extra_data, extra_pointers);
return qiter->second->EventEncounter(evt, encounter_name, data, extra_data, extra_pointers);
}
} else {
std::string filename;
@@ -449,7 +449,7 @@ int QuestParserCollection::EventEncounter(QuestEventID evt, std::string encounte
if(qi) {
_encounter_quest_status[encounter_name] = qi->GetIdentifier();
qi->LoadEncounterScript(filename, encounter_name);
return qi->EventEncounter(evt, encounter_name, extra_data, extra_pointers);
return qi->EventEncounter(evt, encounter_name, data, extra_data, extra_pointers);
} else {
_encounter_quest_status[encounter_name] = QuestFailedToLoad;
}