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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.");
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++ )
{
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;
}
}
}
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