mirror of
https://github.com/libretro/scummvm.git
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233 lines
5.4 KiB
C++
233 lines
5.4 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/scriptables/script_stack.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/base/base_game.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(ScStack, false)
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//////////////////////////////////////////////////////////////////////////
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ScStack::ScStack(BaseGame *inGame) : BaseClass(inGame) {
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_sP = -1;
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}
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//////////////////////////////////////////////////////////////////////////
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ScStack::~ScStack() {
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#if _DEBUG
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//_gameRef->LOG(0, "STAT: Stack size: %d, SP=%d", _values.size(), _sP);
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#endif
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for (uint32 i = 0; i < _values.size(); i++) {
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delete _values[i];
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}
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_values.clear();
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *ScStack::pop() {
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if (_sP < 0) {
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_gameRef->LOG(0, "Fatal: Stack underflow");
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return NULL;
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}
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return _values[_sP--];
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::push(ScValue *val) {
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_sP++;
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if (_sP < (int32)_values.size()) {
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_values[_sP]->cleanup();
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_values[_sP]->copy(val);
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} else {
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ScValue *copyVal = new ScValue(_gameRef);
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copyVal->copy(val);
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_values.add(copyVal);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *ScStack::getPushValue() {
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_sP++;
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if (_sP >= (int32)_values.size()) {
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ScValue *val = new ScValue(_gameRef);
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_values.add(val);
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}
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_values[_sP]->cleanup();
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return _values[_sP];
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *ScStack::getTop() {
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if (_sP < 0 || _sP >= (int32)_values.size()) {
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return NULL;
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} else {
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return _values[_sP];
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}
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *ScStack::getAt(int index) {
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index = _sP - index;
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if (index < 0 || index >= (int32)_values.size()) {
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return NULL;
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} else {
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return _values[index];
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::correctParams(uint32 expectedParams) {
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uint32 nuParams = (uint32)pop()->getInt();
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if (expectedParams < nuParams) { // too many params
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while (expectedParams < nuParams) {
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//Pop();
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delete _values[_sP - expectedParams];
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_values.remove_at(_sP - expectedParams);
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nuParams--;
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_sP--;
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}
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} else if (expectedParams > nuParams) { // need more params
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while (expectedParams > nuParams) {
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//Push(null_val);
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ScValue *nullVal = new ScValue(_gameRef);
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nullVal->setNULL();
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_values.insert_at(_sP - nuParams + 1, nullVal);
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nuParams++;
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_sP++;
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if ((int32)_values.size() > _sP + 1) {
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delete _values[_values.size() - 1];
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_values.remove_at(_values.size() - 1);
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}
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::pushNULL() {
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/*
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ScValue* val = new ScValue(_gameRef);
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val->setNULL();
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Push(val);
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delete val;
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*/
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getPushValue()->setNULL();
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::pushInt(int val) {
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/*
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ScValue* val = new ScValue(_gameRef);
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val->setInt(Val);
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Push(val);
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delete val;
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*/
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getPushValue()->setInt(val);
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::pushFloat(double val) {
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/*
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ScValue* val = new ScValue(_gameRef);
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val->setFloat(Val);
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Push(val);
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delete val;
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*/
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getPushValue()->setFloat(val);
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::pushBool(bool val) {
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/*
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ScValue* val = new ScValue(_gameRef);
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val->setBool(Val);
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Push(val);
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delete val;
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*/
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getPushValue()->setBool(val);
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::pushString(const char *val) {
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/*
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ScValue* val = new ScValue(_gameRef);
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val->setString(Val);
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Push(val);
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delete val;
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*/
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getPushValue()->setString(val);
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}
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//////////////////////////////////////////////////////////////////////////
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void ScStack::pushNative(BaseScriptable *val, bool persistent) {
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/*
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ScValue* val = new ScValue(_gameRef);
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val->setNative(Val, Persistent);
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Push(val);
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delete val;
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*/
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getPushValue()->setNative(val, persistent);
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}
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//////////////////////////////////////////////////////////////////////////
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bool ScStack::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transfer(TMEMBER(_gameRef));
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persistMgr->transfer(TMEMBER(_sP));
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_values.persist(persistMgr);
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return STATUS_OK;
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}
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} // end of namespace Wintermute
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