Files
itgmania212121/stepmania/src/ActorCommands.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

102 lines
3.3 KiB
C++

#include "global.h" // testing updates
#include "ActorCommands.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "arch/Dialog/Dialog.h"
#include "LuaHelpers.h"
void IncorrectActorParametersWarning( const ActorCommand &command, int iMaxIndexAccessed )
{
const CString sError = ssprintf( "Actor::HandleCommand: Wrong number of parameters in command '%s'. Expected %d but there are %u.",
command.GetOriginalCommandString().c_str(), iMaxIndexAccessed+1, unsigned(command.vTokens.size()) );
LOG->Warn( sError );
Dialog::OK( sError );
}
void ActorCommandToken::Set( const CString &sParam )
{
s = sParam;
CString s = sParam;
Lua::PrepareExpression( s ); // strip invalid chars
f = Lua::RunExpressionF( s );
bColorIsValid = c.FromString( sParam );
}
void ActorCommand::Set( const CString &sCommand )
{
CStringArray vsTokens;
split( sCommand, ",", vsTokens, false ); // don't ignore empty
vTokens.resize( vsTokens.size() );
for( unsigned i=0; i<vsTokens.size(); i++ )
{
CString &sToken = vsTokens[i];
// TRICKY: The first parameter is the command name. This is case
// insensitive. Convert it to lowercase now so that we can do
// case sensitive compares later.
if( i == 0 )
sToken.MakeLower();
vTokens[i].Set( sToken );
}
}
CString ActorCommand::GetOriginalCommandString() const
{
CStringArray asTokens;
for( unsigned i=0; i<vTokens.size(); i++ )
asTokens.push_back( vTokens[i].s );
return join( ",", asTokens );
}
void ParseActorCommands( const CString &sCommands, ActorCommands &vCommandsOut )
{
vCommandsOut.clear();
CStringArray vsCommands;
split( sCommands, ";", vsCommands, true ); // do ignore empty
vCommandsOut.resize( vsCommands.size() );
for( unsigned i=0; i<vsCommands.size(); i++ )
{
const CString &sCommand = vsCommands[i];
ActorCommand &pc = vCommandsOut[i];
pc.Set( sCommand );
}
}
ActorCommands ParseActorCommands( const CString &sCommands )
{
ActorCommands vCommands;
ParseActorCommands( sCommands, vCommands );
return vCommands;
}
/*
* (c) 2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/