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71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
#ifndef GAME_SCRIPT_LOCALS_H
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#define GAME_SCRIPT_LOCALS_H
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#include <vector>
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#include <components/interpreter/types.hpp>
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namespace ESM
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{
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class Script;
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struct Locals;
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}
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namespace MWScript
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{
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class Locals
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{
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bool mInitialised;
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void ensure (const std::string& scriptName);
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public:
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std::vector<Interpreter::Type_Short> mShorts;
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std::vector<Interpreter::Type_Integer> mLongs;
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std::vector<Interpreter::Type_Float> mFloats;
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Locals();
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/// Are there any locals?
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///
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/// \note Will return false, if locals have not been configured yet.
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bool isEmpty() const;
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/// \return Did the state of *this change from uninitialised to initialised?
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bool configure (const ESM::Script& script);
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/// @note var needs to be in lowercase
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///
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/// \note Locals will be automatically configured first, if necessary
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bool setVarByInt(const std::string& script, const std::string& var, int val);
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/// \note Locals will be automatically configured first, if necessary
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//
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// \note If it can not be determined if the variable exists, the error will be
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// ignored and false will be returned.
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bool hasVar(const std::string& script, const std::string& var);
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/// if var does not exist, returns 0
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/// @note var needs to be in lowercase
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///
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/// \note Locals will be automatically configured first, if necessary
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int getIntVar (const std::string& script, const std::string& var);
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/// if var does not exist, returns 0
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/// @note var needs to be in lowercase
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///
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/// \note Locals will be automatically configured first, if necessary
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float getFloatVar (const std::string& script, const std::string& var);
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/// \note If locals have not been configured yet, no data is written.
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///
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/// \return Locals written?
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bool write (ESM::Locals& locals, const std::string& script) const;
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/// \note Locals will be automatically configured first, if necessary
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void read (const ESM::Locals& locals, const std::string& script);
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};
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}
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#endif
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