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@ -4,10 +4,12 @@
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#include <sstream>
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#include <string>
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#include <vector>
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#include <iostream>
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namespace Interpreter{
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bool Check(const std::string& str, const std::string& escword, unsigned int* i, unsigned int* start){
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bool check(const std::string& str, const std::string& escword, unsigned int* i, unsigned int* start)
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{
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bool retval = str.find(escword) == 0;
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if(retval){
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(*i) += escword.length();
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@ -18,170 +20,181 @@ namespace Interpreter{
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std::vector<std::string> globals;
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bool longerStr(const std::string& a, const std::string& b){
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bool longerStr(const std::string& a, const std::string& b)
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{
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return a.length() > b.length();
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}
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std::string fixDefinesReal(std::string text, char eschar, bool isBook, Context& context){
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std::string fixDefinesReal(std::string text, char eschar, bool isBook, Context& context)
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{
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unsigned int start = 0;
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std::ostringstream retval;
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for(unsigned int i = 0; i < text.length(); i++){
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if(text[i] == eschar){
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for(unsigned int i = 0; i < text.length(); i++)
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{
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if(text[i] == eschar)
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{
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retval << text.substr(start, i - start);
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std::string temp = text.substr(i+1, 100);
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transform(temp.begin(), temp.end(), temp.begin(), ::tolower);
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bool found;
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if( (found = Check(temp, "actionslideright", &i, &start))){
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retval << context.getActionBinding("#{sRight}");
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}
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else if((found = Check(temp, "actionreadymagic", &i, &start))){
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retval << context.getActionBinding("#{sReady_Magic}");
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}
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else if((found = Check(temp, "actionprevweapon", &i, &start))){
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retval << "PLACEHOLDER_ACTION_PREV_WEAPON";
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}
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else if((found = Check(temp, "actionnextweapon", &i, &start))){
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retval << "PLACEHOLDER_ACTION_PREV_WEAPON";
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}
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else if((found = Check(temp, "actiontogglerun", &i, &start))){
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retval << context.getActionBinding("#{sAuto_Run}");
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}
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else if((found = Check(temp, "actionslideleft", &i, &start))){
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retval << context.getActionBinding("#{sLeft}");
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}
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else if((found = Check(temp, "actionreadyitem", &i, &start))){
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retval << context.getActionBinding("#{sReady_Weapon}");
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}
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else if((found = Check(temp, "actionprevspell", &i, &start))){
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retval << "PLACEHOLDER_ACTION_PREV_SPELL";
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}
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else if((found = Check(temp, "actionnextspell", &i, &start))){
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retval << "PLACEHOLDER_ACTION_NEXT_SPELL";
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}
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else if((found = Check(temp, "actionrestmenu", &i, &start))){
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retval << context.getActionBinding("#{sRestKey}");
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}
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else if((found = Check(temp, "actionmenumode", &i, &start))){
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retval << context.getActionBinding("#{sInventory}");
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}
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else if((found = Check(temp, "actionactivate", &i, &start))){
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retval << context.getActionBinding("#{sActivate}");
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}
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else if((found = Check(temp, "actionjournal", &i, &start))){
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retval << context.getActionBinding("#{sJournal}");
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}
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else if((found = Check(temp, "actionforward", &i, &start))){
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retval << context.getActionBinding("#{sForward}");
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}
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else if((found = Check(temp, "pccrimelevel", &i, &start))){
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retval << context.getPCBounty();
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}
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else if((found = Check(temp, "actioncrouch", &i, &start))){
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retval << context.getActionBinding("#{sCrouch_Sneak}");
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}
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else if((found = Check(temp, "actionjump", &i, &start))){
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retval << context.getActionBinding("#{sJump}");
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}
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else if((found = Check(temp, "actionback", &i, &start))){
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retval << context.getActionBinding("#{sBack}");
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}
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else if((found = Check(temp, "actionuse", &i, &start))){
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retval << context.getActionBinding("#{sUse}");
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}
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else if((found = Check(temp, "actionrun", &i, &start))){
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retval << context.getActionBinding("#{sRun}");
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}
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else if((found = Check(temp, "pcclass", &i, &start))){
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retval << context.getPCClass();
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}
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else if((found = Check(temp, "pcrace", &i, &start))){
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retval << context.getPCRace();
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}
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else if((found = Check(temp, "pcname", &i, &start))){
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retval << context.getPCName();
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}
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else if((found = Check(temp, "cell", &i, &start))){
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retval << context.getCurrentCellName();
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}
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else if(eschar == '%' && !isBook) { // In Dialogue, not messagebox
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if( (found = Check(temp, "faction", &i, &start))){
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retval << context.getNPCFaction();
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bool found = false;
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try
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{
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if( (found = check(temp, "actionslideright", &i, &start))){
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retval << context.getActionBinding("#{sRight}");
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}
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else if((found = Check(temp, "nextpcrank", &i, &start))){
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retval << context.getPCNextRank();
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else if((found = check(temp, "actionreadymagic", &i, &start))){
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retval << context.getActionBinding("#{sReady_Magic}");
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}
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else if((found = Check(temp, "pcnextrank", &i, &start))){
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retval << context.getPCNextRank();
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else if((found = check(temp, "actionprevweapon", &i, &start))){
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retval << "PLACEHOLDER_ACTION_PREV_WEAPON";
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}
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else if((found = Check(temp, "pcrank", &i, &start))){
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retval << context.getPCRank();
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else if((found = check(temp, "actionnextweapon", &i, &start))){
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retval << "PLACEHOLDER_ACTION_PREV_WEAPON";
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}
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else if((found = Check(temp, "rank", &i, &start))){
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retval << context.getNPCRank();
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else if((found = check(temp, "actiontogglerun", &i, &start))){
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retval << context.getActionBinding("#{sAuto_Run}");
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}
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else if((found = Check(temp, "class", &i, &start))){
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retval << context.getNPCClass();
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else if((found = check(temp, "actionslideleft", &i, &start))){
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retval << context.getActionBinding("#{sLeft}");
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}
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else if((found = Check(temp, "race", &i, &start))){
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retval << context.getNPCRace();
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else if((found = check(temp, "actionreadyitem", &i, &start))){
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retval << context.getActionBinding("#{sReady_Weapon}");
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}
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else if((found = Check(temp, "name", &i, &start))){
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retval << context.getNPCName();
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else if((found = check(temp, "actionprevspell", &i, &start))){
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retval << "PLACEHOLDER_ACTION_PREV_SPELL";
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}
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}
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else { // In messagebox or book, not dialogue
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/* empty outside dialogue */
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if( (found = Check(temp, "faction", &i, &start)));
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else if((found = Check(temp, "nextpcrank", &i, &start)));
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else if((found = Check(temp, "pcnextrank", &i, &start)));
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else if((found = Check(temp, "pcrank", &i, &start)));
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else if((found = Check(temp, "rank", &i, &start)));
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/* uses pc in messageboxes */
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else if((found = Check(temp, "class", &i, &start))){
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else if((found = check(temp, "actionnextspell", &i, &start))){
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retval << "PLACEHOLDER_ACTION_NEXT_SPELL";
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}
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else if((found = check(temp, "actionrestmenu", &i, &start))){
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retval << context.getActionBinding("#{sRestKey}");
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}
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else if((found = check(temp, "actionmenumode", &i, &start))){
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retval << context.getActionBinding("#{sInventory}");
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}
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else if((found = check(temp, "actionactivate", &i, &start))){
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retval << context.getActionBinding("#{sActivate}");
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}
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else if((found = check(temp, "actionjournal", &i, &start))){
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retval << context.getActionBinding("#{sJournal}");
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}
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else if((found = check(temp, "actionforward", &i, &start))){
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retval << context.getActionBinding("#{sForward}");
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}
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else if((found = check(temp, "pccrimelevel", &i, &start))){
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retval << context.getPCBounty();
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}
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else if((found = check(temp, "actioncrouch", &i, &start))){
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retval << context.getActionBinding("#{sCrouch_Sneak}");
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}
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else if((found = check(temp, "actionjump", &i, &start))){
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retval << context.getActionBinding("#{sJump}");
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}
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else if((found = check(temp, "actionback", &i, &start))){
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retval << context.getActionBinding("#{sBack}");
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}
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else if((found = check(temp, "actionuse", &i, &start))){
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retval << context.getActionBinding("#{sUse}");
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}
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else if((found = check(temp, "actionrun", &i, &start))){
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retval << context.getActionBinding("#{sRun}");
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}
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else if((found = check(temp, "pcclass", &i, &start))){
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retval << context.getPCClass();
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}
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else if((found = Check(temp, "race", &i, &start))){
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else if((found = check(temp, "pcrace", &i, &start))){
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retval << context.getPCRace();
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}
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else if((found = Check(temp, "name", &i, &start))){
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else if((found = check(temp, "pcname", &i, &start))){
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retval << context.getPCName();
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}
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}
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/* Not a builtin, try global variables */
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if(!found){
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/* if list of globals is empty, grab it and sort it by descending string length */
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if(globals.empty()){
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globals = context.getGlobals();
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sort(globals.begin(), globals.end(), longerStr);
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else if((found = check(temp, "cell", &i, &start))){
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retval << context.getCurrentCellName();
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}
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for(unsigned int j = 0; j < globals.size(); j++){
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if(globals[j].length() > temp.length()){ // Just in case there's a global with a huuuge name
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std::string temp = text.substr(i+1, globals[j].length());
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transform(temp.begin(), temp.end(), temp.begin(), ::tolower);
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else if(eschar == '%' && !isBook) { // In Dialogue, not messagebox
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if( (found = check(temp, "faction", &i, &start))){
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retval << context.getNPCFaction();
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}
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else if((found = check(temp, "nextpcrank", &i, &start))){
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retval << context.getPCNextRank();
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}
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else if((found = check(temp, "pcnextrank", &i, &start))){
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retval << context.getPCNextRank();
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}
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else if((found = check(temp, "pcrank", &i, &start))){
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retval << context.getPCRank();
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}
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else if((found = check(temp, "rank", &i, &start))){
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retval << context.getNPCRank();
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}
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if((found = Check(temp, globals[j], &i, &start))){
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char type = context.getGlobalType(globals[j]);
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else if((found = check(temp, "class", &i, &start))){
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retval << context.getNPCClass();
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}
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else if((found = check(temp, "race", &i, &start))){
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retval << context.getNPCRace();
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}
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else if((found = check(temp, "name", &i, &start))){
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retval << context.getNPCName();
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}
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}
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else { // In messagebox or book, not dialogue
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/* empty outside dialogue */
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if( (found = check(temp, "faction", &i, &start)));
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else if((found = check(temp, "nextpcrank", &i, &start)));
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else if((found = check(temp, "pcnextrank", &i, &start)));
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else if((found = check(temp, "pcrank", &i, &start)));
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else if((found = check(temp, "rank", &i, &start)));
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/* uses pc in messageboxes */
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else if((found = check(temp, "class", &i, &start))){
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retval << context.getPCClass();
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}
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else if((found = check(temp, "race", &i, &start))){
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retval << context.getPCRace();
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}
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else if((found = check(temp, "name", &i, &start))){
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retval << context.getPCName();
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}
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}
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switch(type){
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case 's': retval << context.getGlobalShort(globals[j]); break;
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case 'l': retval << context.getGlobalLong(globals[j]); break;
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case 'f': retval << context.getGlobalFloat(globals[j]); break;
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/* Not a builtin, try global variables */
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if(!found){
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/* if list of globals is empty, grab it and sort it by descending string length */
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if(globals.empty()){
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globals = context.getGlobals();
|
|
|
|
|
sort(globals.begin(), globals.end(), longerStr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(unsigned int j = 0; j < globals.size(); j++){
|
|
|
|
|
if(globals[j].length() > temp.length()){ // Just in case there's a global with a huuuge name
|
|
|
|
|
std::string temp = text.substr(i+1, globals[j].length());
|
|
|
|
|
transform(temp.begin(), temp.end(), temp.begin(), ::tolower);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if((found = check(temp, globals[j], &i, &start))){
|
|
|
|
|
char type = context.getGlobalType(globals[j]);
|
|
|
|
|
|
|
|
|
|
switch(type){
|
|
|
|
|
case 's': retval << context.getGlobalShort(globals[j]); break;
|
|
|
|
|
case 'l': retval << context.getGlobalLong(globals[j]); break;
|
|
|
|
|
case 'f': retval << context.getGlobalFloat(globals[j]); break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Not found */
|
|
|
|
|
catch (std::exception& e)
|
|
|
|
|
{
|
|
|
|
|
std::cerr << "Failed to replace escape character, with the following error: " << e.what() << std::endl;
|
|
|
|
|
std::cerr << "Full text below: " << std::endl << text << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Not found, or error
|
|
|
|
|
if(!found){
|
|
|
|
|
/* leave unmodified */
|
|
|
|
|
i += 1;
|
|
|
|
|