scummvm/engines/wintermute/base/scriptables/script_stack.cpp
2012-09-04 22:17:23 +02:00

233 lines
5.4 KiB
C++

/* 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/base/base_game.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(ScStack, false)
//////////////////////////////////////////////////////////////////////////
ScStack::ScStack(BaseGame *inGame) : BaseClass(inGame) {
_sP = -1;
}
//////////////////////////////////////////////////////////////////////////
ScStack::~ScStack() {
#if _DEBUG
//_gameRef->LOG(0, "STAT: Stack size: %d, SP=%d", _values.size(), _sP);
#endif
for (uint32 i = 0; i < _values.size(); i++) {
delete _values[i];
}
_values.clear();
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::pop() {
if (_sP < 0) {
_gameRef->LOG(0, "Fatal: Stack underflow");
return NULL;
}
return _values[_sP--];
}
//////////////////////////////////////////////////////////////////////////
void ScStack::push(ScValue *val) {
_sP++;
if (_sP < (int32)_values.size()) {
_values[_sP]->cleanup();
_values[_sP]->copy(val);
} else {
ScValue *copyVal = new ScValue(_gameRef);
copyVal->copy(val);
_values.add(copyVal);
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::getPushValue() {
_sP++;
if (_sP >= (int32)_values.size()) {
ScValue *val = new ScValue(_gameRef);
_values.add(val);
}
_values[_sP]->cleanup();
return _values[_sP];
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::getTop() {
if (_sP < 0 || _sP >= (int32)_values.size()) {
return NULL;
} else {
return _values[_sP];
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::getAt(int index) {
index = _sP - index;
if (index < 0 || index >= (int32)_values.size()) {
return NULL;
} else {
return _values[index];
}
}
//////////////////////////////////////////////////////////////////////////
void ScStack::correctParams(uint32 expectedParams) {
uint32 nuParams = (uint32)pop()->getInt();
if (expectedParams < nuParams) { // too many params
while (expectedParams < nuParams) {
//Pop();
delete _values[_sP - expectedParams];
_values.remove_at(_sP - expectedParams);
nuParams--;
_sP--;
}
} else if (expectedParams > nuParams) { // need more params
while (expectedParams > nuParams) {
//Push(null_val);
ScValue *nullVal = new ScValue(_gameRef);
nullVal->setNULL();
_values.insert_at(_sP - nuParams + 1, nullVal);
nuParams++;
_sP++;
if ((int32)_values.size() > _sP + 1) {
delete _values[_values.size() - 1];
_values.remove_at(_values.size() - 1);
}
}
}
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushNULL() {
/*
ScValue* val = new ScValue(_gameRef);
val->setNULL();
Push(val);
delete val;
*/
getPushValue()->setNULL();
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushInt(int val) {
/*
ScValue* val = new ScValue(_gameRef);
val->setInt(Val);
Push(val);
delete val;
*/
getPushValue()->setInt(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushFloat(double val) {
/*
ScValue* val = new ScValue(_gameRef);
val->setFloat(Val);
Push(val);
delete val;
*/
getPushValue()->setFloat(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushBool(bool val) {
/*
ScValue* val = new ScValue(_gameRef);
val->setBool(Val);
Push(val);
delete val;
*/
getPushValue()->setBool(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushString(const char *val) {
/*
ScValue* val = new ScValue(_gameRef);
val->setString(Val);
Push(val);
delete val;
*/
getPushValue()->setString(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushNative(BaseScriptable *val, bool persistent) {
/*
ScValue* val = new ScValue(_gameRef);
val->setNative(Val, Persistent);
Push(val);
delete val;
*/
getPushValue()->setNative(val, persistent);
}
//////////////////////////////////////////////////////////////////////////
bool ScStack::persist(BasePersistenceManager *persistMgr) {
persistMgr->transfer(TMEMBER(_gameRef));
persistMgr->transfer(TMEMBER(_sP));
_values.persist(persistMgr);
return STATUS_OK;
}
} // end of namespace Wintermute