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engines/mutationofjb/commands/command.h
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engines/mutationofjb/commands/command.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MUTATIONOFJB_COMMAND_H
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#define MUTATIONOFJB_COMMAND_H
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namespace Common {
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class String;
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}
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namespace MutationOfJB {
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class Command;
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class ScriptExecutionContext;
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class ScriptParseContext;
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/**
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* Base class for command parsers.
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*
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* The parser's main job is to create a Command instance from input line.
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*/
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class CommandParser {
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public:
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virtual ~CommandParser();
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/**
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* Parses the specified line and possibly returns a Command instance.
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*
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* @param line Line to parse.
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* @param parseCtx Parse context.
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* @param command Output parameter for newly created command.
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* @return True if the line has been successfully parsed by this parser, false otherwise.
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* @note You may return true and set command to nullptr.
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* That means the line has been successfully parsed, but no command is needed.
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*/
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virtual bool parse(const Common::String &line, ScriptParseContext &parseCtx, Command *&command) = 0;
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/**
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* Called when transitioning parsing between two commands.
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*
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* For example, cmdParserA->transition(parseCtx, cmdA, cmdB, cmdParserB) is called after command B is done parsing
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* to notify command A parser about the transition from command A to command B.
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* This is useful for sequential commands, because at the time command A is being parsed,
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* we don't have any information about command B, so we cannot set the next pointer.
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* Transition method can be used to set the next pointer after command B is available.
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*
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* @param parseCtx Parse context.
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* @param oldCommand Old command (created by this parser).
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* @param newCommand New command (created by newCommandParser).
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* @param newCommandParser Command parser which created the new command.
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*/
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virtual void transition(ScriptParseContext &parseCtx, Command *oldCommand, Command *newCommand, CommandParser *newCommandParser);
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/**
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* Called after the whole script is parsed.
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*
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* Can be used for cleanup.
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*
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* @param parseCtx Parse context.
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*/
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virtual void finish(ScriptParseContext &parseCtx);
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};
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/**
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* Base class for script commands.
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*/
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class Command {
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public:
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enum ExecuteResult {
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None,
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Finished,
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InProgress
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};
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virtual ~Command();
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virtual ExecuteResult execute(ScriptExecutionContext &scriptExecCtx) = 0;
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virtual Command *next() const = 0;
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virtual Common::String debugString() const = 0;
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};
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}
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#endif
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