[Quest API] (Performance) Check event EVENT_WAYPOINT_ARRIVE or EVENT_WAYPOINT_DEPART exist before export and execute (#2905)

* [Quest API] Optionally parse EVENT_WAYPOINT_ARRIVE and EVENT_WAYPOINT_DEPART

# Notes
- Optionally parse these events instead of always doing so.

* [Quest API] Optionally parse EVENT_WARP

# Notes
- Optionally parse this event instead of always doing so.

* Revert "[Quest API] Optionally parse EVENT_WARP"

This reverts commit d8acb9883d.
This commit is contained in:
Alex King
2023-02-12 23:27:15 -05:00
committed by GitHub
parent 90def9b882
commit 57d0420399
2 changed files with 11 additions and 8 deletions
+7 -6
View File
@@ -1753,9 +1753,10 @@ void NPC::AI_DoMovement() {
RotateTo(m_CurrentWayPoint.w);
}
//kick off event_waypoint arrive
std::string export_string = fmt::format("{}", cur_wp);
parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, export_string, 0);
if (parse->HasQuestSub(GetNPCTypeID(), EVENT_WAYPOINT_ARRIVE)) {
parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, std::to_string(cur_wp), 0);
}
// No need to move as we are there. Next loop will
// take care of normal grids, even at pause 0.
// We do need to call and setup a wp if we're cur_wp=-2
@@ -1871,9 +1872,9 @@ void NPC::AI_SetupNextWaypoint() {
entity_list.OpenDoorsNear(this);
if (!DistractedFromGrid) {
//kick off event_waypoint depart
std::string export_string = fmt::format("{}", cur_wp);
parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, export_string, 0);
if (parse->HasQuestSub(GetNPCTypeID(), EVENT_WAYPOINT_DEPART)) {
parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, std::to_string(cur_wp), 0);
}
//setup our next waypoint, if we are still on our normal grid
//remember that the quest event above could have done anything it wanted with our grid