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/****************************************************************
**
** Attal : Lords of Doom
**
** parser.h
** Parser for scenarii and saved games.
**
** Version : $Id: parser.h,v 1.15 2004/12/04 14:26:57 lusum Exp $
**
** Author(s) : Pascal Audoux - Sardi Carlo
**
** Date : 04/02/2001
**
** Licence :
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2, or (at your option)
** any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
****************************************************************/
#ifndef PARSER_H
#define PARSER_H
// generic include files
// include files for QT
#include <qptrstack.h>
#include <qtextstream.h>
#include <qvaluelist.h>
#include <qxml.h>
// application specific include files
#include "libCommon/genericLord.h"
#include "libCommon/quest.h"
/* ------------------------------
* ScenarioParser
* ------------------------------ */
class GameData;
class GenericArtefact;
class GenericBase;
class GenericBonus;
class GenericBuilding;
class GenericChest;
class GenericEvent;
class GenericFightUnit;
class GenericLord;
class GenericMapCreature;
/** comment for the class */
class ScenarioParser : public QXmlDefaultHandler
{
public:
/** Constructor */
ScenarioParser( GameData * data );
/** Return the error protocol if parsing failed */
QString errorProtocol() { return _errorProt; }
/** Before starting parsing */
bool startDocument();
/** Define Start elements and associated actions */
bool startElement( const QString& namespaceURI, const QString& localName, const QString& qName, const QXmlAttributes& atts );
bool startElementLord( const QString& namespaceURI, const QString& localName, const QString& qName, const QXmlAttributes& atts );
bool startElementBase( const QString& namespaceURI, const QString& localName, const QString& qName, const QXmlAttributes& atts );
bool startElementQuest( const QString& namespaceURI, const QString& localName, const QString& qName, const QXmlAttributes& atts );
bool startElementEvent( const QString& namespaceURI, const QString& localName, const QString& qName, const QXmlAttributes& atts );
/** Define End elements and associated actions */
bool endElement( const QString& namespaceURI, const QString& localName, const QString& qName );
bool endElementLord( const QString& namespaceURI, const QString& localName, const QString& qName );
bool endElementBase( const QString& namespaceURI, const QString& localName, const QString& qName );
bool endElementQuest( const QString& namespaceURI, const QString& localName, const QString& qName );
bool endElementEvent( const QString& namespaceURI, const QString& localName, const QString& qName );
/** Define what to do of characters */
bool characters( const QString& ch );
bool charactersLord( const QString& ch );
bool charactersBase( const QString& ch );
bool charactersQuest( const QString& ch );
bool charactersEvent( const QString& ch );
/** Error function */
bool fatalError( const QXmlParseException& exception );
protected:
void manageCondition( const QString & type );
void manageConditionParam( const QString & param );
private:
GameData * _data;
QTextStream * _tempStream;
QByteArray * _buffer;
QString _errorProt;
GenericBase * _base;
GenericBuilding * _building;
GenericLord * _lord;
GenericMapCreature * _creature;
Quest * _quest;
GenericFightUnit * _unit;
GenericEvent * _event;
GenericArtefact * _artefact;
GenericLordArtefact * _lordArtefact;
QuestCondition * _currentCondition;
QPtrStack<QuestConditionComposite> _conditionStack;
QValueList<uint> _params;
LordCharac _charac;
int _height, _width;
int _id, _row, _col, _pos, _baseType;
int _number, _move, _health;
int _behaviour;
bool _flee, _looking;
int _race, _level, _res;
int _machine;
QString _type, _baseName;
int _player;
bool _posOk;
uint _nbParam;
enum State {
StateInit,
StateDocument,
StateName,
StateTheme,
StateDescription,
StateMap,
StateWidth,
StateHeight,
StateBase,
StateCreature,
StateCreatureCol,
StateCreatureRow,
StateCreatureRace,
StateCreatureLevel,
StateCreatureStack,
StateCreatureBehaviour,
StateCreatureGrowth,
StateCreatureGrowthParam,
StateCreatureFlee,
StateCreatureLooking,
StateBuilding,
StateBuildingCol,
StateBuildingRow,
StateLord,
StateEvent,
StateQuest,
StatePlayer,
StatePlayerName,
StatePlayerRuled,
StatePlayerBase,
StatePlayerBuilding,
StatePlayerLord,
StatePlayerResource
};
enum LordState {
LordStateInit,
LordStateCol,
LordStateRow,
LordStateCharac,
LordStateUnit,
LordStateUnitRace,
LordStateUnitLevel,
LordStateUnitNumber,
LordStateUnitMove,
LordStateUnitHealth,
LordStateArtefact,
LordStateArtefactPosition,
LordStateMachine
};
enum BaseState {
BaseStateInit,
BaseStateType,
BaseStateName,
BaseStateBuilding,
BaseStateForbidden,
BaseStateCol,
BaseStateRow,
BaseStateUnit,
BaseStateUnitRace,
BaseStateUnitLevel,
BaseStateUnitNumber,
BaseStateUnitMove,
BaseStateUnitHealth,
};
enum QuestState {
QuestInit,
QuestQuest,
QuestName,
QuestConfirmation,
QuestDescription,
QuestStart,
QuestFail,
QuestSuccess,
QuestStartEndMessage,
QuestStartAgree,
QuestStartDisagree,
QuestStartEndArg,
QuestDefCondition,
QuestConditionParam,
QuestAction,
QuestMessage
};
enum EventState {
EventInit,
EventRow,
EventCol,
EventArtefact,
EventBonus,
EventBonusParam,
EventChest,
EventChestParam
};
State _state;
LordState _lordState;
BaseState _baseState;
QuestState _questState, _oldQuestState;
EventState _eventState;
};
#endif // PARSER_H
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