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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;
		}
	}
}