/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 * of the License, 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. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef SLUDGE_VARIABLE_H #define SLUDGE_VARIABLE_H namespace Sludge { struct Persona; struct PersonaAnimation; struct Variable; struct VariableStack; enum VariableType { SVT_NULL, SVT_INT, SVT_FUNC, SVT_STRING, SVT_BUILT, SVT_FILE, SVT_STACK, SVT_OBJTYPE, SVT_ANIM, SVT_COSTUME, SVT_FASTARRAY, SVT_NUM_TYPES }; struct FastArrayHandler { struct Variable *fastVariables; int size; int timesUsed; }; struct StackHandler { struct VariableStack *first; struct VariableStack *last; int timesUsed; }; union VariableData { signed int intValue; const char *theString; StackHandler *theStack; PersonaAnimation *animHandler; Persona *costumeHandler; FastArrayHandler *fastArray; }; struct Variable { VariableType varType; VariableData varData; Variable() { varType = SVT_NULL; varData.intValue = 0; } }; struct VariableStack { Variable thisVar; VariableStack *next; }; // Setting variables void setVariable(Variable &thisVar, VariableType vT, int value); bool copyVariable(const Variable &from, Variable &to); bool loadStringToVar(Variable &thisVar, int value); void newAnimationVariable(Variable &thisVar, struct PersonaAnimation *i); void newCostumeVariable(Variable &thisVar, struct Persona *i); void makeTextVar(Variable &thisVar, const Common::String &txt); void addVariablesInSecond(Variable &var1, Variable &var2); void compareVariablesInSecond(const Variable &var1, Variable &var2); char *createCString(const Common::String &s); // Misc. void unlinkVar(Variable &thisVar); Common::String getTextFromAnyVar(const Variable &from); struct Persona *getCostumeFromVar(Variable &thisVar); struct PersonaAnimation *getAnimationFromVar(Variable &thisVar); bool getBoolean(const Variable &from); bool getValueType(int &toHere, VariableType vT, const Variable &v); // Stacky stuff bool addVarToStack(const Variable &va, VariableStack *&thisStack); bool addVarToStackQuick(Variable &va, VariableStack *&thisStack); void trimStack(VariableStack *&stack); int deleteVarFromStack(const Variable &va, VariableStack *&thisStack, bool allOfEm = false); VariableStack *stackFindLast(VariableStack *hunt); bool copyStack(const Variable &from, Variable &to); int stackSize(const StackHandler *me); bool stackSetByIndex(VariableStack *, uint, const Variable &); Variable *stackGetByIndex(VariableStack *, uint); bool getSavedGamesStack(StackHandler *sH, const Common::String &ext); bool makeFastArrayFromStack(Variable &to, const StackHandler *stacky); bool makeFastArraySize(Variable &to, int size); Variable *fastArrayGetByIndex(FastArrayHandler *vS, uint theIndex); // load & save bool saveVariable(Variable *from, Common::WriteStream *stream); bool loadVariable(Variable *to, Common::SeekableReadStream *stream); void saveStack(VariableStack *vs, Common::WriteStream *stream); VariableStack *loadStack(Common::SeekableReadStream *stream, VariableStack **last); bool saveStackRef(StackHandler *vs, Common::WriteStream *stream); StackHandler *loadStackRef(Common::SeekableReadStream *stream); void clearStackLib(); } // End of namespace Sludge #endif