// State.cpp: implementation of the CState class. // ////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include "logic_editor.h" #include "State.h" #include "nel/logic/logic_state.h" #include 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::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::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 //