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#ifndef GAME_STATE_H
#define GAME_STATE_H
#include "astbranch.h"
#include "variable.h"
#include "scope.h"
#include "enums.h"
class Game;
class Interface;
namespace Gats
{
class Object;
class Dictionary;
class List;
}
class GameState
{
public:
GameState( Game *pGame, Interface *pIface );
virtual ~GameState();
Gats::Dictionary *toGats() const;
void fromGats( Gats::Dictionary *pRoot );
Interface *getInterface() { return pIface; }
void parse( class AstBranch *pAst );
void init();
void gotoSituation( const Bu::String &sName );
Variable pop() { return lStack.peekPop(); }
Variable popDeref();
void push( const Variable &v ) { lStack.push( v ); }
void callFunction( const Bu::String &sName );
void execCommand( const Bu::String &sCmd );
void execOption( int idx );
bool hasVariable( const Bu::String &sName, ScopeId id );
void delVariable( const Bu::String &sName, ScopeId id );
Variable &getVariable( const Bu::String &sName, ScopeId id=sidLocal );
void setVariable( const Bu::String &sName, const Variable &v, ScopeId id=sidLocal );
Variable &deref( Variable &src, bool bCreate=false );
Bu::StringList tokenize( const Bu::String &sSrc );
void exit();
bool isRunning() const { return bRunning; }
Bu::String getPrompt() const { return sPrompt; }
class Situation *getCurSituation();
private:
void parse( const AstBranch::NodeList &lCode );
Gats::Object *scopeToGats( const Scope *pSrc ) const;
Gats::Object *variableToGats( const Variable &rVar ) const;
void gatsToScope( Gats::Dictionary *pRoot, Scope *pSrc ) const;
Variable gatsToVariable( Gats::List *pLst ) const;
private:
typedef Bu::List<Scope *> ScopeList;
typedef Bu::Hash<Bu::String, Scope *> ScopeHash;
Game *pGame;
Interface *pIface;
Scope sGlobal;
Scope sPlayer;
ScopeList lsLocal;
ScopeHash hsSituation;
Bu::String sCurSituation;
bool bEscape;
bool bRunning;
bool bReturnOnly;
Bu::String sPrompt;
VariableList lStack;
};
#endif
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