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#ifndef GAME_SCRIPT_SCRIPTMANAGER_H
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#define GAME_SCRIPT_SCRIPTMANAGER_H
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#include <map>
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#include <string>
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#include <components/compiler/streamerrorhandler.hpp>
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#include <components/compiler/fileparser.hpp>
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#include <components/interpreter/interpreter.hpp>
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#include <components/interpreter/types.hpp>
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#include "../mwbase/scriptmanager.hpp"
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#include "globalscripts.hpp"
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namespace MWWorld
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{
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class ESMStore;
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}
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namespace Compiler
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{
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class Context;
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}
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namespace Interpreter
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{
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class Context;
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class Interpreter;
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}
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namespace MWScript
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{
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class ScriptManager : public MWBase::ScriptManager
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{
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Compiler::StreamErrorHandler mErrorHandler;
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const MWWorld::ESMStore& mStore;
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Compiler::Context& mCompilerContext;
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Compiler::FileParser mParser;
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Interpreter::Interpreter mInterpreter;
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bool mOpcodesInstalled;
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struct CompiledScript
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{
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std::vector<Interpreter::Type_Code> mByteCode;
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Compiler::Locals mLocals;
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bool mActive;
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CompiledScript(const std::vector<Interpreter::Type_Code>& code, const Compiler::Locals& locals)
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{
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mByteCode = code;
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mLocals = locals;
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mActive = true;
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}
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};
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typedef std::map<std::string, CompiledScript> ScriptCollection;
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ScriptCollection mScripts;
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GlobalScripts mGlobalScripts;
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std::map<std::string, Compiler::Locals> mOtherLocals;
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std::vector<std::string> mScriptBlacklist;
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public:
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ScriptManager (const MWWorld::ESMStore& store,
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Compiler::Context& compilerContext, int warningsMode,
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const std::vector<std::string>& scriptBlacklist);
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void clear() override;
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bool run (const std::string& name, Interpreter::Context& interpreterContext) override;
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///< Run the script with the given name (compile first, if not compiled yet)
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bool compile (const std::string& name) override;
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///< Compile script with the given namen
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/// \return Success?
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std::pair<int, int> compileAll() override;
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///< Compile all scripts
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/// \return count, success
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const Compiler::Locals& getLocals (const std::string& name) override;
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///< Return locals for script \a name.
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GlobalScripts& getGlobalScripts() override;
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};
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}
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#endif
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