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#include "gamestate.h"

#include "game.h"

#include "astleaf.h"
#include "astleafliteral.h"

#include <bu/sio.h>
using namespace Bu;

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.");

	lsLocal.push( new Scope() );
	parse( pAst->getNodeList() );
	delete lsLocal.peekPop();
}

void GameState::init()
{
	Variable vStart = pGame->getParam("start");
	if( vStart.getType() != Variable::tSituation )
		throw Bu::ExceptionBase("game.start is not set to a situation name.");

	gotoSituation( vStart.getString() );
}

void GameState::gotoSituation( const Bu::String &sName )
{
	Situation *pSit = pGame->getSituation( sName );
	sCurSituation = sName;
	if( !hsSituation.has( sName ) )
	{
		hsSituation.insert( sName, new Scope() );
		pSit->exec( *this, Situation::modeSetup );
	}

	pSit->exec( *this, Situation::modeEnter );
}

void GameState::callFunction( const Bu::String &sName )
{
	pGame->getFunction( sName )->call( *this );
}

Variable GameState::getVariable( const Bu::String &sName, ScopeId id )
{
	switch( id )
	{
		case sidLocal:
			return lsLocal.peek()->get( sName );

		case sidGlobal:
			return sGlobal.get( sName );

		case sidPlayer:
			return sPlayer.get( sName );

		case sidSituation:
			return hsSituation.get( sCurSituation )->get( sName );
	}

	throw Bu::ExceptionBase("Really bad scopeid passed into getVariable");
}

void GameState::setVariable( const Bu::String &sName, const Variable &v,
	ScopeId id )
{
	switch( id )
	{
		case sidLocal:
			lsLocal.peek()->insert( sName, v );
			return;

		case sidGlobal:
			sGlobal.insert( sName, v );
			return;

		case sidPlayer:
			sPlayer.insert( sName, v );
			return;

		case sidSituation:
			hsSituation.get( sCurSituation )->insert( sName, v );
			return;
	}

	throw Bu::ExceptionBase("Really bad scopeid passed into setVariable");
}

Variable GameState::deref( const Variable &src )
{
	if( src.getType() == Variable::tVariable )
		return getVariable( src.getString() );
	return src;
}

Variable GameState::popDeref()
{
	Variable v = lStack.peekPop();
	if( v.getType() == Variable::tVariable )
		return getVariable( v.getString() );
	return v;
}

void GameState::parse( const AstBranch::NodeList &lCode )
{
	for( AstBranch::NodeList::const_iterator i = lCode.begin(); i; i++ )
	{
		sio << "Stack: " << lStack << sio.nl;
		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:
			{
				Variable y = popDeref();
				Variable dst = pop();
				setVariable( dst.getString(), y );
			}
			break;

		case AstNode::tAnd:
		case AstNode::tOr:
		case AstNode::tPlus:
			{
				Variable y = popDeref();
				Variable x = popDeref();
				lStack.push( x + y );
			}
			break;

		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:
		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;
		}
	}
}