khanat-code-old/code/nel/tools/logic/logic_editor_dll/State.cpp
Laszlo Kis-Adam 0876456a22 Merged in dfighter1985/ryzomcore/dfighter-tools (pull request #93)
Further GUI Editor improvements
2014-10-13 20:17:57 +02:00

233 lines
5.1 KiB
C++

// State.cpp: implementation of the CState class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "logic_editor.h"
#include "State.h"
#include "nel/logic/logic_state.h"
#include <string>
using namespace std;
using namespace NLLOGIC;
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
const CString & CEvent::getEventAsString() const
{
eventString.Empty();
eventString = m_sConditionName;
if (m_bActionIsMessage)
{
eventString += " MSG ";
eventString += this->m_sMessageID;
}
else
{
eventString += " State Chg to ";
eventString += m_sStateChange;
}
return eventString;
}
bool operator==( const CEvent &ev1, const CEvent &ev2)
{
return ( (ev1.m_sConditionName == ev2.m_sConditionName)
&& (ev1.m_bActionIsMessage == ev2.m_bActionIsMessage )
&& (ev1.m_sArguments == ev2.m_sArguments )
&& (ev1.m_sMessageDestination == ev2.m_sMessageDestination)
&& (ev1.m_sMessageID == ev2.m_sMessageID)
&& (ev1.m_sStateChange == ev2.m_sStateChange)
);
}
//-----------------------------------------------
// cEventToCLogicEvent
//
//-----------------------------------------------
void cEventToCLogicEvent( CEvent& event, CLogicEvent& logicEvent )
{
/// condition name
logicEvent.ConditionName = string( (LPCSTR)event.m_sConditionName );
/// event action
logicEvent.EventAction.IsStateChange = !event.m_bActionIsMessage;
if( logicEvent.EventAction.IsStateChange )
{
/// state name for state change
logicEvent.EventAction.StateChange = string( (LPCSTR)event.m_sStateChange );
}
else
{
/// message destination
logicEvent.EventAction.EventMessage.Destination = string( (LPCSTR)event.m_sMessageDestination );
/// message id
logicEvent.EventAction.EventMessage.MessageId = "LOGIC"; //string( (LPCSTR)event.m_sMessageID ); //TEMP!!!
/// message arguments
logicEvent.EventAction.EventMessage.Arguments = string( (LPCSTR)event.m_sArguments );
}
} // cEventToCLogicEvent //
//////////////////////////////////////////////////////////////////////
// CState Construction/Destruction
//////////////////////////////////////////////////////////////////////
CState::CState(const CString &name )
: m_sName( name )
{
}
CState::CState( const CState &state )
{
this->m_sName = state.m_sName;
// copy events (allocate new objects)
CEvent *pEvent;
CEvent *newEvent;
POSITION pos = state.m_evEvents.GetHeadPosition();
while (pos != NULL)
{
pEvent = state.m_evEvents.GetNext( pos );
if ( pEvent != NULL)
{
newEvent = new CEvent( *pEvent );
this->m_evEvents.AddTail( newEvent );
}
}
}
CState::~CState()
{
// delete all events
POSITION pos = m_evEvents.GetHeadPosition();
while (pos != NULL)
{
CEvent *ev = m_evEvents.GetNext( pos );
if ( ev != NULL)
{
delete ev;
ev = NULL;
}
}
}
BOOL CState::removeEvent( CEvent *event)
{
// go through all the events and remove the first event equal to the one in param
POSITION pos = m_evEvents.GetHeadPosition();
POSITION oldpos;
while (pos != NULL)
{
oldpos = pos;
CEvent *ev = m_evEvents.GetNext( pos );
if (*ev == *event)
{
m_evEvents.RemoveAt(oldpos);
return TRUE;
}
}
return FALSE;
}
//-----------------------------------------------
// cStateToCLogicState
//
//-----------------------------------------------
void cStateToCLogicState( CState& state, CLogicState& logicState )
{
/// state name
logicState.setName( string( (LPCSTR)state.m_sName ) );
POSITION pos;
for( pos = state.m_evEvents.GetHeadPosition(); pos != NULL; )
{
CEvent * pEvent = state.m_evEvents.GetNext( pos );
CLogicEvent logicEvent;
cEventToCLogicEvent( *pEvent, logicEvent );
logicState.addEvent( logicEvent );
}
} // cStateToCLogicState //
//-----------------------------------------------
// cLogicStateToCState
//
//-----------------------------------------------
void cLogicStateToCState( const CLogicState& logicState, CState& state )
{
state.m_sName = CString( logicState._StateName.c_str() );
vector<CLogicEventMessage>::const_iterator itMsg;
for( itMsg = logicState._EntryMessages.begin(); itMsg != logicState._EntryMessages.end(); ++itMsg )
{
//TODO
}
for( itMsg = logicState._ExitMessages.begin(); itMsg != logicState._ExitMessages.end(); ++itMsg )
{
//TODO
}
vector<CLogicEvent>::const_iterator itEvt;
for( itEvt = logicState._Events.begin(); itEvt != logicState._Events.end(); ++itEvt )
{
CEvent * event = new CEvent();
event->m_sConditionName = CString((*itEvt).ConditionName.c_str());
event->m_bActionIsMessage = !(*itEvt).EventAction.IsStateChange;
event->m_sMessageDestination = CString( (*itEvt).EventAction.EventMessage.Destination.c_str() );
event->m_sMessageID = CString( (*itEvt).EventAction.EventMessage.MessageId.c_str() );
event->m_sArguments = CString( (*itEvt).EventAction.EventMessage.Arguments.c_str() );
event->m_sStateChange = CString( (*itEvt).EventAction.StateChange.c_str() );
state.addEvent( event );
}
} // cLogicStateToCState //