workaround for NPC activation crash

actorid
Marc Zinnschlag 14 years ago
parent 2628b5143c
commit 67a745cdf6

@ -75,8 +75,8 @@ bool OMW::Engine::frameStarted(const Ogre::FrameEvent& evt)
std::string effect;
MWWorld::Ptr::CellStore *current = mEnvironment.mWorld->getPlayerPos().getPlayer().getCell();
//If the region has changed
if(!(current->cell->data.flags & current->cell->Interior) && timer.elapsed() >= 10){
@ -86,7 +86,7 @@ bool OMW::Engine::frameStarted(const Ogre::FrameEvent& evt)
total = 0;
test = (ESM::Region) *(mEnvironment.mWorld->getStore().regions.find(current->cell->region));
}
if(test.soundList.size() > 0)
{
std::vector<ESM::Region::SoundRef>::iterator soundIter = test.soundList.begin();
@ -118,14 +118,14 @@ bool OMW::Engine::frameStarted(const Ogre::FrameEvent& evt)
//play sound
std::cout << "Sound: " << go.name <<" Chance:" << chance << "\n";
mEnvironment.mSoundManager->playSound(effect, 20.0, 1.0);
break;
}
pos += chance;
}
}
//mEnvironment.mSoundManager->playSound(effect, 1.0, 1.0);
//printf("REGION: %s\n", test.name);
@ -297,7 +297,7 @@ void OMW::Engine::go()
test.name = "";
total = 0;
std::cout << "Data directory: " << mDataDir << "\n";
@ -421,36 +421,45 @@ void OMW::Engine::go()
void OMW::Engine::activate()
{
std::string handle = mEnvironment.mWorld->getFacedHandle();
// TODO: This is only a workaround. The input dispatcher should catch any exceptions thrown inside
// the input handling functions. Looks like this will require an OpenEngine modification.
try
{
std::string handle = mEnvironment.mWorld->getFacedHandle();
if (handle.empty())
return;
if (handle.empty())
return;
MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
if (ptr.isEmpty())
return;
if (ptr.isEmpty())
return;
MWScript::InterpreterContext interpreterContext (mEnvironment,
&ptr.getRefData().getLocals(), ptr);
MWScript::InterpreterContext interpreterContext (mEnvironment,
&ptr.getRefData().getLocals(), ptr);
boost::shared_ptr<MWWorld::Action> action =
MWWorld::Class::get (ptr).activate (ptr, mEnvironment.mWorld->getPlayerPos().getPlayer(),
mEnvironment);
boost::shared_ptr<MWWorld::Action> action =
MWWorld::Class::get (ptr).activate (ptr, mEnvironment.mWorld->getPlayerPos().getPlayer(),
mEnvironment);
interpreterContext.activate (ptr, action);
interpreterContext.activate (ptr, action);
std::string script = MWWorld::Class::get (ptr).getScript (ptr);
std::string script = MWWorld::Class::get (ptr).getScript (ptr);
if (!script.empty())
{
mIgnoreLocalPtr = ptr;
mScriptManager->run (script, interpreterContext);
}
if (!script.empty())
{
mIgnoreLocalPtr = ptr;
mScriptManager->run (script, interpreterContext);
}
if (!interpreterContext.hasActivationBeenHandled())
if (!interpreterContext.hasActivationBeenHandled())
{
interpreterContext.executeActivation();
}
}
catch (const std::exception& e)
{
interpreterContext.executeActivation();
std::cerr << "Activation failed: " << e.what() << std::endl;
}
}

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