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parse.cpp File Reference
#include "include.h"
#include <ctype.h>
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Macros

#define WEAPON_TIMEOUT   5
 
#define AMMO_TIMEOUT   10
 
#define HEALTH_TIMEOUT   10
 

Functions

void add_key (Engine *engine, Entity &entity, char *key, char *value, Graphics &gfx, Audio &audio, int entity_num)
 
bool parse_entity (Engine *engine, const char *input, vector< Entity * > &entity_list, Graphics &gfx, Audio &audio)
 
char machine_entity (char state, char input, char *stack, int &sp)
 
char machine_shader (char input, char state)
 
void handle_command (char *basecmd, surface_t *surface)
 
void handle_stage (char *stagecmd, stage_t *stage, int &stage_num)
 
void parse_shader (char *input, vector< surface_t * > &surface_list, char *filename)
 
void push (char input, char *stack, int &sp)
 
void pop (char input, char *stack, int &sp)
 

Macro Definition Documentation

#define AMMO_TIMEOUT   10
#define HEALTH_TIMEOUT   10
#define WEAPON_TIMEOUT   5

Function Documentation

void add_key ( Engine engine,
Entity entity,
char *  key,
char *  value,
Graphics gfx,
Audio audio,
int  entity_num 
)

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void handle_command ( char *  basecmd,
surface_t surface 
)

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void handle_stage ( char *  stagecmd,
stage_t stage,
int &  stage_num 
)

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char machine_entity ( char  state,
char  input,
char *  stack,
int &  sp 
)

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char machine_shader ( char  input,
char  state 
)

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bool parse_entity ( Engine engine,
const char *  input,
vector< Entity * > &  entity_list,
Graphics gfx,
Audio audio 
)

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void parse_shader ( char *  input,
vector< surface_t * > &  surface_list,
char *  filename 
)

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void pop ( char  input,
char *  stack,
int &  sp 
)

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void push ( char  input,
char *  stack,
int &  sp 
)

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