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Catch exceptions in AiSequence::execute

This commit is contained in:
scrawl 2017-02-11 13:39:26 +01:00
parent 5a12407436
commit 03a10f217a

View file

@ -1,6 +1,7 @@
#include "aisequence.hpp"
#include <limits>
#include <iostream>
#include <components/esm/aisequence.hpp>
@ -229,26 +230,33 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
}
}
if (package->execute (actor,characterController,state,duration))
try
{
// Put repeating noncombat AI packages on the end of the stack so they can be used again
if (isActualAiPackage(packageTypeId) && (mRepeat || package->getRepeat()))
if (package->execute (actor,characterController,state,duration))
{
package->reset();
mPackages.push_back(package->clone());
// Put repeating noncombat AI packages on the end of the stack so they can be used again
if (isActualAiPackage(packageTypeId) && (mRepeat || package->getRepeat()))
{
package->reset();
mPackages.push_back(package->clone());
}
// To account for the rare case where AiPackage::execute() queued another AI package
// (e.g. AiPursue executing a dialogue script that uses startCombat)
std::list<MWMechanics::AiPackage*>::iterator toRemove =
std::find(mPackages.begin(), mPackages.end(), package);
mPackages.erase(toRemove);
delete package;
if (isActualAiPackage(packageTypeId))
mDone = true;
}
else
{
mDone = false;
}
// To account for the rare case where AiPackage::execute() queued another AI package
// (e.g. AiPursue executing a dialogue script that uses startCombat)
std::list<MWMechanics::AiPackage*>::iterator toRemove =
std::find(mPackages.begin(), mPackages.end(), package);
mPackages.erase(toRemove);
delete package;
if (isActualAiPackage(packageTypeId))
mDone = true;
}
else
catch (std::exception& e)
{
mDone = false;
std::cerr << "Error during AiSequence::execute: " << e.what() << std::endl;
}
}
}