Allow scripts to fail per target

pull/3094/head
Evil Eye 4 years ago
parent 879e66a043
commit 67c8d73fe0

@ -129,6 +129,14 @@ namespace MWScript
mGlobalScriptDesc = globalScriptDesc;
}
std::string InterpreterContext::getTarget() const
{
auto ptr = getReference(false);
if(!ptr.isEmpty())
return ptr.mRef->mRef.getRefId();
return {};
}
int InterpreterContext::getLocalShort (int index) const
{
if (!mLocals)
@ -474,7 +482,7 @@ namespace MWScript
locals.mFloats[findLocalVariableIndex (scriptId, name, 'f')] = value;
}
MWWorld::Ptr InterpreterContext::getReference(bool required)
MWWorld::Ptr InterpreterContext::getReference(bool required) const
{
return getReferenceImp ("", true, required);
}

@ -47,6 +47,8 @@ namespace MWScript
InterpreterContext (MWScript::Locals *locals, const MWWorld::Ptr& reference);
///< The ownership of \a locals is not transferred. 0-pointer allowed.
std::string getTarget() const override;
int getLocalShort (int index) const override;
int getLocalLong (int index) const override;
@ -124,7 +126,7 @@ namespace MWScript
void setMemberFloat (const std::string& id, const std::string& name, float value, bool global) override;
MWWorld::Ptr getReference(bool required=true);
MWWorld::Ptr getReference(bool required=true) const;
///< Reference, that the script is running from (can be empty)
void updatePtr(const MWWorld::Ptr& base, const MWWorld::Ptr& updated);

@ -109,7 +109,8 @@ namespace MWScript
}
// execute script
if (!iter->second.mByteCode.empty() && iter->second.mActive)
std::string target = Misc::StringUtils::lowerCase(interpreterContext.getTarget());
if (!iter->second.mByteCode.empty() && iter->second.mInactive.find(target) == iter->second.mInactive.end())
try
{
if (!mOpcodesInstalled)
@ -129,7 +130,7 @@ namespace MWScript
{
Log(Debug::Error) << "Execution of script " << name << " failed: " << e.what();
iter->second.mActive = false; // don't execute again.
iter->second.mInactive.insert(target); // don't execute again.
}
return false;
}
@ -138,7 +139,7 @@ namespace MWScript
{
for (auto& script : mScripts)
{
script.second.mActive = true;
script.second.mInactive.clear();
}
mGlobalScripts.clear();

@ -2,6 +2,7 @@
#define GAME_SCRIPT_SCRIPTMANAGER_H
#include <map>
#include <set>
#include <string>
#include <components/compiler/streamerrorhandler.hpp>
@ -45,13 +46,12 @@ namespace MWScript
{
std::vector<Interpreter::Type_Code> mByteCode;
Compiler::Locals mLocals;
bool mActive;
std::set<std::string> mInactive;
CompiledScript(const std::vector<Interpreter::Type_Code>& code, const Compiler::Locals& locals)
{
mByteCode = code;
mLocals = locals;
mActive = true;
}
};

@ -12,6 +12,8 @@ namespace Interpreter
virtual ~Context() {}
virtual std::string getTarget() const = 0;
virtual int getLocalShort (int index) const = 0;
virtual int getLocalLong (int index) const = 0;

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