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