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#include "command.h"
#include "astbranch.h"
#include "gamestate.h"
#include <bu/sio.h>
using namespace Bu;
Command::Command() :
pAst( NULL )
{
}
Command::~Command()
{
delete pAst;
}
void Command::addLiteral( const Bu::String &sValue )
{
lChunks.append( Chunk( true, sValue ) );
}
void Command::addParam( const Bu::String &sValue )
{
lChunks.append( Chunk( false, sValue ) );
}
Bu::StringList Command::getParamList() const
{
Bu::StringList lRev;
for( ChunkList::const_iterator i = lChunks.begin(); i; i++ )
{
if( !(*i).bLiteral )
lRev.prepend( (*i).sValue );
}
return lRev;
}
void Command::setAst( class AstBranch *pAst )
{
this->pAst = pAst;
}
void Command::print()
{
sio << "command:";
for( ChunkList::iterator i = lChunks.begin(); i; i++ )
{
if( (*i).bLiteral )
sio << " \"" << (*i).sValue << "\"";
else
sio << " " << (*i).sValue;
}
sio << *pAst << sio.nl;
}
bool Command::matches( const Bu::StringList &lCmd )
{
ChunkList::iterator iChunk = lChunks.begin();
Bu::StringList::const_iterator iCmd = lCmd.begin();
for( ; iChunk && iCmd; iChunk++, iCmd++ )
{
if( (*iChunk).bLiteral )
{
if( (*iChunk).sValue != *iCmd )
return false;
}
}
if( (bool)iChunk != (bool)iCmd )
return false;
return true;
}
void Command::exec( class GameState &gState, const Bu::StringList &lCmd )
{
ChunkList::iterator iChunk = lChunks.begin();
Bu::StringList::const_iterator iCmd = lCmd.begin();
for( ; iChunk && iCmd; iChunk++, iCmd++ )
{
if( !(*iChunk).bLiteral )
{
gState.push( Variable( *iCmd ) );
}
}
gState.run( pAst, true );
}
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