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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-09 21:30:42 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-10 18:07:29 +0100
commit78c912fb4007c3e5f0b43de02646772acb21ecf2 (patch)
treee45409ff061de75b0e4273763a87f5a25de6a65b /src/game-server/character.cpp
parent2fa7d1f39b24714ee6dc72b6b9e61ec5a1997724 (diff)
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Moved the managing of NPC script coroutines into C++
Rather than wrapping NPC functions up in coroutines in the Lua side, they are now managed on the C++ side as "script threads", which are essentially the same thing. The main purpose is that the server can now know whether any of these long running script interactions are still active, which will probably be useful when adding the ability to reload scripts. Reviewed-by: Erik Schilling
Diffstat (limited to 'src/game-server/character.cpp')
-rw-r--r--src/game-server/character.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/game-server/character.cpp b/src/game-server/character.cpp
index 14b49bc..bf16e26 100644
--- a/src/game-server/character.cpp
+++ b/src/game-server/character.cpp
@@ -85,7 +85,8 @@ Character::Character(MessageIn &msg):
mUpdateLevelProgress(false),
mRecalculateLevel(true),
mParty(0),
- mTransaction(TRANS_NONE)
+ mTransaction(TRANS_NONE),
+ mNpcThread(0)
{
const AttributeManager::AttributeScope &attr =
attributeManager->getAttributeScope(CharacterScope);
@@ -111,6 +112,11 @@ Character::Character(MessageIn &msg):
giveSpecial(3);
}
+Character::~Character()
+{
+ delete mNpcThread;
+}
+
void Character::update()
{
// First, deal with being generic updates