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#ifndef GAME_BUILDER_H
#define GAME_BUILDER_H
#include <bu/string.h>
#include "variable.h"
#include "astnode.h"
#include "situation.h"
class GameBuilder
{
public:
GameBuilder();
virtual ~GameBuilder();
void parse( const Bu::String &sFile );
class Game *getGame() { return pGame; }
void setLiteral( const Variable &v );
void setGameParam( const Bu::String &sName );
void beginFunction( const Bu::String &sName );
void addFunctionParam( const Bu::String &sName );
void endFunctionParams();
void endFunction();
void beginSituation( const Bu::String &sName, Situation::InputType tInput );
void beginSituationMode( Situation::Mode m );
void closeSituationMode();
void endSituation();
void addNode( AstNode::Type iType );
void closeNode();
void addLiteral( const Variable &v );
void addVarRef( const Bu::String &sName, ScopeId sid );
void addFuncCall( const Bu::String &sName );
void beginGlobal();
void closeGlobal();
void beginCommand( const Bu::String &sValue );
void addCommandLiteral( const Bu::String &sValue );
void addCommandParam( const Bu::String &sValue );
void endCommandParams();
void closeCommand();
void beginOption( const Bu::String &sValue );
void closeOption();
private:
class Game *pGame;
bool bGlobal;
Variable vLiteral;
class AstBranch *pCurNode;
class AstBranch *pCurRoot;
class Command *pCurCmd;
class AstFunction *pCurFnc;
class Situation *pCurSit;
Situation::Mode eCurSitMode;
};
#endif
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