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#include "gamestate.h"
#include "game.h"
#include "astleaf.h"
#include "astleafliteral.h"
GameState::GameState( Game *pGame ) :
pGame( pGame )
{
}
GameState::~GameState()
{
}
void GameState::parse( class AstBranch *pAst )
{
if( pAst->getType() != AstNode::tScope )
throw Bu::ExceptionBase("Nope, nothing doing, you can't parse a non-scope AstBranch.");
parse( pAst->getNodeList() );
}
void GameState::callFunction( const Bu::String &sName )
{
lsLocal.push( new Scope() );
pGame->getFunction( sName )->call( *this );
delete lsLocal.peekPop();
}
void GameState::parse( const AstBranch::NodeList &lCode )
{
for( AstBranch::NodeList::const_iterator i = lCode.begin(); i; i++ )
{
switch( (*i)->getType() )
{
// tLeaf
case AstNode::tNot:
case AstNode::tComp:
case AstNode::tCompGt:
case AstNode::tCompLt:
case AstNode::tCompGtEq:
case AstNode::tCompLtEq:
case AstNode::tStore:
case AstNode::tAnd:
case AstNode::tOr:
case AstNode::tPlus:
case AstNode::tMinus:
case AstNode::tDivide:
case AstNode::tMultiply:
case AstNode::tPlusStore:
case AstNode::tMinusStore:
case AstNode::tDivideStore:
case AstNode::tMultiplyStore:
case AstNode::tNegate:
case AstNode::tIn:
// tLeafLiteral
case AstNode::tVarName:
lStack.push( dynamic_cast<const AstLeafLiteral *>(*i)->getValue() );
break;
case AstNode::tLiteral:
lStack.push( dynamic_cast<const AstLeafLiteral *>(*i)->getValue() );
break;
case AstNode::tFuncCall:
callFunction(
dynamic_cast<const AstLeafLiteral *>(*i)
->getValue().getString()
);
break;
// tBranch
case AstNode::tScope:
case AstNode::tIf:
case AstNode::tForEach:
case AstNode::tWhile:
break;
}
}
}
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