move command parsing into LuaHelpers. It's not Actor-specific other

than a few compatibility hacks.
This commit is contained in:
Glenn Maynard
2006-10-08 22:24:15 +00:00
parent b06cb5a268
commit 6322ded0dc
5 changed files with 88 additions and 87 deletions
+1 -85
View File
@@ -12,8 +12,6 @@
#include "XmlFileUtil.h"
#include "LuaManager.h"
#include "Foreach.h"
#include "Command.h"
#include <sstream>
#include "arch/Dialog/Dialog.h"
@@ -396,92 +394,10 @@ Actor* ActorUtil::MakeActor( const RString &sPath_, const XNode *pParent, Actor
}
}
void ActorUtil::ParseActorCommands( Lua *L, const RString &sCommands, const RString &sName )
{
RString sLuaFunction;
if( sCommands.size() > 0 && sCommands[0] == '\033' )
{
/* This is a compiled Lua chunk. Just pass it on directly. */
sLuaFunction = sCommands;
}
else if( sCommands.size() > 0 && sCommands[0] == '%' )
{
sLuaFunction = "return ";
sLuaFunction.append( sCommands.begin()+1, sCommands.end() );
}
else
{
Commands cmds;
ParseCommands( sCommands, cmds );
//
// Convert cmds to a Lua function
//
ostringstream s;
s << "return function(self,parent)\n";
FOREACH_CONST( Command, cmds.v, c )
{
const Command& cmd = (*c);
RString sName = cmd.GetName();
TrimLeft( sName );
TrimRight( sName );
s << "\tself:" << sName << "(";
bool bFirstParamIsString =
sName == "effectclock" ||
sName == "playcommand" ||
sName == "queuecommand" ||
sName == "queuemessage";
for( unsigned i=1; i<cmd.m_vsArgs.size(); i++ )
{
RString sArg = cmd.m_vsArgs[i];
// "+200" -> "200"
if( sArg[0] == '+' )
sArg.erase( sArg.begin() );
if( i==1 && bFirstParamIsString ) // string literal
{
sArg.Replace( "'", "\\'" ); // escape quote
s << "'" << sArg << "'";
}
else if( sArg[0] == '#' ) // HTML color
{
RageColor c; // in case FromString fails
c.FromString( sArg );
// c is still valid if FromString fails
s << c.r << "," << c.g << "," << c.b << "," << c.a;
}
else
{
s << sArg;
}
if( i != cmd.m_vsArgs.size()-1 )
s << ",";
}
s << ")\n";
}
s << "end\n";
sLuaFunction = s.str();
}
RString sError;
if( !LuaHelpers::RunScript( L, sLuaFunction, sName, sError, 1 ) )
LOG->Warn( "Compiling \"%s\": %s", sLuaFunction.c_str(), sError.c_str() );
/* The function is now on the stack. */
}
apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands, const RString &sName )
{
Lua *L = LUA->Get();
ParseActorCommands( L, sCommands, sName );
LuaHelpers::ParseCommandList( L, sCommands, sName );
LuaReference *pRet = new LuaReference;
pRet->SetFromStack( L );
LUA->Release( L );