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