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#include "gamebuilder.h"
#include <bu/sio.h>
#include "game.h"
#include "astbranch.h"
#include "astleaf.h"
#include "astleafliteral.h"
#include "astfunction.h"
#include "command.h"
using namespace Bu;
GameBuilder::GameBuilder() :
pGame( NULL ),
bGlobal( false ),
pCurNode( NULL ),
pCurRoot( NULL ),
pCurCmd( NULL ),
pCurFnc( NULL )
{
pGame = new Game();
}
GameBuilder::~GameBuilder()
{
}
void GameBuilder::setLiteral( const Variable &v )
{
vLiteral = v;
}
void GameBuilder::setGameParam( const Bu::String &sName )
{
pGame->hGlobalParam.insert( sName, vLiteral );
}
void GameBuilder::beginFunction( const Bu::String &sName )
{
pCurNode = pCurRoot = new AstBranch( AstNode::tScope );
pCurFnc = new AstFunction( sName );
sio << "New function: " << sName << sio.nl;
}
void GameBuilder::addFunctionParam( const Bu::String &sName )
{
pCurFnc->addParam( sName );
sio << " - Param added '" << sName << "'" << sio.nl;
}
void GameBuilder::endFunction()
{
sio << "Function ended: " << *pCurRoot << sio.nl;
pCurFnc->setAst( pCurRoot );
pCurRoot = pCurNode = NULL;
pGame->hFunction.insert( pCurFnc->getName(), pCurFnc );
}
void GameBuilder::beginSituation( const Bu::String &sName )
{
sio << "New situation: " << sName << sio.nl;
}
void GameBuilder::endSituation()
{
sio << "Situation ended." << sio.nl;
}
void GameBuilder::addNode( AstNode::Type iType )
{
switch( iType&AstNode::tTypeMask )
{
case AstNode::tBranch:
pCurNode = (AstBranch *)pCurNode->addNode( new AstBranch( iType ) );
break;
case AstNode::tLeaf:
pCurNode->addNode( new AstLeaf( iType ) );
break;
}
}
void GameBuilder::closeNode()
{
pCurNode = pCurNode->getParent();
}
void GameBuilder::addLiteral( const Variable &v )
{
setLiteral( v );
if( pCurNode )
{
pCurNode->addNode( new AstLeafLiteral( v ) );
}
}
void GameBuilder::addVarRef( const Bu::String &sName )
{
if( pCurNode )
{
pCurNode->addNode( new AstLeafLiteral( AstNode::tVarName, Variable::newVariableName( sName ) ) );
}
}
void GameBuilder::addFuncCall( const Bu::String &sName )
{
if( pCurNode )
{
pCurNode->addNode( new AstLeafLiteral( AstNode::tFuncCall, sName ) );
}
}
void GameBuilder::beginGlobal()
{
bGlobal = true;
}
void GameBuilder::closeGlobal()
{
bGlobal = false;
}
void GameBuilder::beginCommand( const Bu::String &sValue )
{
pCurNode = pCurRoot = new AstBranch( AstNode::tScope );
pCurCmd = new Command();
pCurCmd->addLiteral( sValue );
}
void GameBuilder::addCommandLiteral( const Bu::String &sValue )
{
pCurCmd->addLiteral( sValue );
}
void GameBuilder::addCommandParam( const Bu::String &sValue )
{
pCurCmd->addParam( sValue );
}
void GameBuilder::closeCommand()
{
pCurCmd->setAst( pCurRoot );
pCurRoot = pCurNode = NULL;
pCurCmd->print();
if( bGlobal )
{
pGame->csGlobal.addCommand( pCurCmd );
}
else
{
delete pCurCmd;
}
pCurCmd = NULL;
}
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