ActorCommands -> ActorUtil::ParseActorCommands
This commit is contained in:
@@ -7,108 +7,6 @@
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#include <sstream>
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#include "LuaManager.h"
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apActorCommands ActorCommands( const RString &sCommands )
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{
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RString sLuaFunction;
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if( sCommands.size() > 0 && sCommands[0] == '\033' )
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{
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/* This is a compiled Lua chunk. Just pass it on directly. */
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sLuaFunction = sCommands;
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}
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else if( sCommands.size() > 0 && sCommands[0] == '%' )
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{
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sLuaFunction = "return ";
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sLuaFunction.append( sCommands.begin()+1, sCommands.end() );
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}
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else
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{
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Commands cmds;
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ParseCommands( sCommands, cmds );
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//
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// Convert cmds to a Lua function
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//
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ostringstream s;
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s << "return function(self,parent)\n";
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FOREACH_CONST( Command, cmds.v, c )
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{
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const Command& cmd = (*c);
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RString sName = cmd.GetName();
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TrimLeft( sName );
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TrimRight( sName );
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s << "\tself:" << sName << "(";
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bool bFirstParamIsString =
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sName == "horizalign" ||
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sName == "vertalign" ||
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sName == "effectclock" ||
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sName == "blend" ||
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sName == "ztestmode" ||
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sName == "cullmode" ||
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sName == "playcommand" ||
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sName == "queuecommand" ||
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sName == "queuemessage";
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for( unsigned i=1; i<cmd.m_vsArgs.size(); i++ )
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{
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RString sArg = cmd.m_vsArgs[i];
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// "+200" -> "200"
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if( sArg[0] == '+' )
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sArg.erase( sArg.begin() );
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if( i==1 && bFirstParamIsString ) // string literal
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{
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sArg.Replace( "'", "\\'" ); // escape quote
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s << "'" << sArg << "'";
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}
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else if( sArg[0] == '#' ) // HTML color
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{
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RageColor c; // in case FromString fails
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c.FromString( sArg );
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// c is still valid if FromString fails
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s << c.r << "," << c.g << "," << c.b << "," << c.a;
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}
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else
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{
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s << sArg;
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}
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if( i != cmd.m_vsArgs.size()-1 )
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s << ",";
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}
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s << ")\n";
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}
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s << "end\n";
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sLuaFunction = s.str();
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}
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Lua *L = LUA->Get();
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LuaReference *pRet = new LuaReference;
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RString sError;
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if( !LuaHelpers::RunScript( L, sLuaFunction, "in", sError, 1 ) )
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{
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FAIL_M( ssprintf("Compiling \"%s\": %s", sLuaFunction.c_str(), sError.c_str()) );
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}
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/* The function is now on the stack. */
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pRet->SetFromStack( L );
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LUA->Release( L );
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ASSERT_M( !pRet->IsNil(), sLuaFunction.c_str() );
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pRet->SetName( sLuaFunction );
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return apActorCommands( pRet );
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}
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/*
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* (c) 2004 Chris Danford
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* All rights reserved.
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@@ -12,6 +12,8 @@
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#include "XmlFileUtil.h"
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#include "LuaManager.h"
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#include "Foreach.h"
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#include "Command.h"
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#include <sstream>
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#include "arch/Dialog/Dialog.h"
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@@ -396,7 +398,103 @@ Actor* ActorUtil::MakeActor( const RString &sPath_, const XNode *pParent, Actor
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apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands )
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{
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return ActorCommands( sCommands );
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RString sLuaFunction;
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if( sCommands.size() > 0 && sCommands[0] == '\033' )
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{
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/* This is a compiled Lua chunk. Just pass it on directly. */
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sLuaFunction = sCommands;
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}
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else if( sCommands.size() > 0 && sCommands[0] == '%' )
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{
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sLuaFunction = "return ";
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sLuaFunction.append( sCommands.begin()+1, sCommands.end() );
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}
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else
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{
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Commands cmds;
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ParseCommands( sCommands, cmds );
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//
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// Convert cmds to a Lua function
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//
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ostringstream s;
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s << "return function(self,parent)\n";
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FOREACH_CONST( Command, cmds.v, c )
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{
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const Command& cmd = (*c);
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RString sName = cmd.GetName();
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TrimLeft( sName );
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TrimRight( sName );
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s << "\tself:" << sName << "(";
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bool bFirstParamIsString =
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sName == "horizalign" ||
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sName == "vertalign" ||
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sName == "effectclock" ||
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sName == "blend" ||
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sName == "ztestmode" ||
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sName == "cullmode" ||
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sName == "playcommand" ||
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sName == "queuecommand" ||
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sName == "queuemessage";
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for( unsigned i=1; i<cmd.m_vsArgs.size(); i++ )
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{
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RString sArg = cmd.m_vsArgs[i];
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// "+200" -> "200"
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if( sArg[0] == '+' )
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sArg.erase( sArg.begin() );
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if( i==1 && bFirstParamIsString ) // string literal
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{
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sArg.Replace( "'", "\\'" ); // escape quote
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s << "'" << sArg << "'";
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}
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else if( sArg[0] == '#' ) // HTML color
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{
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RageColor c; // in case FromString fails
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c.FromString( sArg );
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// c is still valid if FromString fails
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s << c.r << "," << c.g << "," << c.b << "," << c.a;
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}
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else
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{
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s << sArg;
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}
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if( i != cmd.m_vsArgs.size()-1 )
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s << ",";
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}
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s << ")\n";
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}
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s << "end\n";
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sLuaFunction = s.str();
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}
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Lua *L = LUA->Get();
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LuaReference *pRet = new LuaReference;
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RString sError;
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if( !LuaHelpers::RunScript( L, sLuaFunction, "in", sError, 1 ) )
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{
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FAIL_M( ssprintf("Compiling \"%s\": %s", sLuaFunction.c_str(), sError.c_str()) );
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}
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/* The function is now on the stack. */
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pRet->SetFromStack( L );
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LUA->Release( L );
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ASSERT_M( !pRet->IsNil(), sLuaFunction.c_str() );
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pRet->SetName( sLuaFunction );
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return apActorCommands( pRet );
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}
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void ActorUtil::SetXY( Actor& actor, const RString &sType )
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