mirror of
https://github.com/libretro/scummvm.git
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136 lines
3.9 KiB
C++
136 lines
3.9 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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*
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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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*
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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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#ifndef SLUDGE_VARIABLE_H
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#define SLUDGE_VARIABLE_H
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namespace Sludge {
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struct Persona;
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struct PersonaAnimation;
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struct Variable;
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struct VariableStack;
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enum VariableType {
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SVT_NULL,
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SVT_INT,
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SVT_FUNC,
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SVT_STRING,
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SVT_BUILT,
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SVT_FILE,
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SVT_STACK,
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SVT_OBJTYPE,
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SVT_ANIM,
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SVT_COSTUME,
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SVT_FASTARRAY,
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SVT_NUM_TYPES
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};
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struct FastArrayHandler {
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struct Variable *fastVariables;
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int size;
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int timesUsed;
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};
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struct StackHandler {
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struct VariableStack *first;
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struct VariableStack *last;
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int timesUsed;
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};
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union VariableData {
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signed int intValue;
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const char *theString;
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StackHandler *theStack;
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PersonaAnimation *animHandler;
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Persona *costumeHandler;
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FastArrayHandler *fastArray;
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};
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struct Variable {
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VariableType varType;
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VariableData varData;
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Variable() {
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varType = SVT_NULL;
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varData.intValue = 0;
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}
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};
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struct VariableStack {
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Variable thisVar;
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VariableStack *next;
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};
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// Setting variables
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void setVariable(Variable &thisVar, VariableType vT, int value);
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bool copyVariable(const Variable &from, Variable &to);
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bool loadStringToVar(Variable &thisVar, int value);
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void newAnimationVariable(Variable &thisVar, struct PersonaAnimation *i);
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void newCostumeVariable(Variable &thisVar, struct Persona *i);
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void makeTextVar(Variable &thisVar, const Common::String &txt);
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void addVariablesInSecond(Variable &var1, Variable &var2);
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void compareVariablesInSecond(const Variable &var1, Variable &var2);
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char *createCString(const Common::String &s);
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// Misc.
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void unlinkVar(Variable &thisVar);
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Common::String getTextFromAnyVar(const Variable &from);
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struct Persona *getCostumeFromVar(Variable &thisVar);
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struct PersonaAnimation *getAnimationFromVar(Variable &thisVar);
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bool getBoolean(const Variable &from);
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bool getValueType(int &toHere, VariableType vT, const Variable &v);
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// Stacky stuff
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bool addVarToStack(const Variable &va, VariableStack *&thisStack);
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bool addVarToStackQuick(Variable &va, VariableStack *&thisStack);
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void trimStack(VariableStack *&stack);
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int deleteVarFromStack(const Variable &va, VariableStack *&thisStack,
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bool allOfEm = false);
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VariableStack *stackFindLast(VariableStack *hunt);
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bool copyStack(const Variable &from, Variable &to);
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int stackSize(const StackHandler *me);
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bool stackSetByIndex(VariableStack *, uint, const Variable &);
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Variable *stackGetByIndex(VariableStack *, uint);
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bool getSavedGamesStack(StackHandler *sH, const Common::String &ext);
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bool makeFastArrayFromStack(Variable &to, const StackHandler *stacky);
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bool makeFastArraySize(Variable &to, int size);
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Variable *fastArrayGetByIndex(FastArrayHandler *vS, uint theIndex);
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// load & save
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bool saveVariable(Variable *from, Common::WriteStream *stream);
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bool loadVariable(Variable *to, Common::SeekableReadStream *stream);
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void saveStack(VariableStack *vs, Common::WriteStream *stream);
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VariableStack *loadStack(Common::SeekableReadStream *stream, VariableStack **last);
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bool saveStackRef(StackHandler *vs, Common::WriteStream *stream);
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StackHandler *loadStackRef(Common::SeekableReadStream *stream);
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void clearStackLib();
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} // End of namespace Sludge
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#endif
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