mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
126 lines
3.8 KiB
C++
126 lines
3.8 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
|
|
* aint32 with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*
|
|
* Based on the original sources
|
|
* Faery Tale II -- The Halls of the Dead
|
|
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
|
|
*/
|
|
|
|
//#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove
|
|
|
|
#include "saga2/saga2.h"
|
|
#include "saga2/floating.h"
|
|
|
|
namespace Saga2 {
|
|
|
|
/* ===================================================================== *
|
|
Functions to set what mode the game is in.
|
|
* ===================================================================== */
|
|
|
|
//Initialize Static GameObject Data Members
|
|
|
|
GameMode *GameMode::currentMode = NULL; // pointer to current mode.
|
|
GameMode *GameMode::newMode = NULL; // next mode to run
|
|
|
|
GameMode *GameMode::modeStackPtr[Max_Modes] = { NULL };
|
|
GameMode *GameMode::newmodeStackPtr[Max_Modes] = { NULL };
|
|
int GameMode::modeStackCtr = 0;
|
|
int GameMode::newmodeStackCtr = 0;
|
|
int GameMode::newmodeFlag = false;
|
|
|
|
void GameMode::modeUnStack(void) {
|
|
modeStackPtr[modeStackCtr] = NULL; //Always Start Cleanup At modeStackCtr
|
|
modeStackPtr[modeStackCtr--]->cleanup();
|
|
return;
|
|
}
|
|
|
|
void GameMode::modeUnStack(int StopHere) {
|
|
if (!modeStackCtr) //If Nothing Currently On The Stack
|
|
return;
|
|
for (int i = modeStackCtr - 1; i >= StopHere; i--) { //Stop Here Is How Far You Want To Unstack
|
|
if (modeStackPtr[i] != NULL)
|
|
modeStackPtr[i]->cleanup();
|
|
modeStackPtr[i] = NULL; //Always Start Cleanup At modeStackCtr
|
|
modeStackCtr--; //Always Start Cleanup At modeStackCtr
|
|
}
|
|
return;
|
|
}
|
|
|
|
bool GameMode::update(void) {
|
|
bool result = false;
|
|
int ModeCtr = 0;
|
|
|
|
|
|
newmodeFlag = false;
|
|
|
|
for (int i = 0; i < newmodeStackCtr; i++, ModeCtr++)
|
|
if (newmodeStackPtr[i] != modeStackPtr[i])
|
|
break;
|
|
|
|
//Now ModeCtr Equals How Deep In The Mode Is Equal
|
|
|
|
modeUnStack(ModeCtr);
|
|
|
|
for (int i = ModeCtr; i < newmodeStackCtr; i++)
|
|
modeStack(newmodeStackPtr[i]);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
int GameMode::getStack(GameMode **saveStackPtr) {
|
|
memcpy(saveStackPtr, modeStackPtr, sizeof(GameMode *) * modeStackCtr);
|
|
return modeStackCtr;
|
|
}
|
|
|
|
void GameMode::SetStack(GameMode *modeFirst, ...) {
|
|
va_list Modes;
|
|
va_start(Modes, modeFirst); //Initialize To First Argument Even Though We Dont Use It In The Loop
|
|
newmodeStackCtr = 0; //reset Ctr For New Mode
|
|
GameMode *thisMode = modeFirst;
|
|
|
|
//Put List In New Array Of GameMode Object Pointers
|
|
|
|
while (thisMode != 0) {
|
|
newmodeStackPtr[newmodeStackCtr] = thisMode;
|
|
newmodeStackCtr++;
|
|
thisMode = va_arg(Modes, GameMode *);
|
|
|
|
}
|
|
va_end(Modes); //Clean Up
|
|
|
|
newmodeFlag = true;
|
|
}
|
|
|
|
void GameMode::SetStack(GameMode **newStack, int newStackSize) {
|
|
newmodeStackCtr = newStackSize;
|
|
memcpy(newmodeStackPtr, newStack, sizeof(GameMode *) * newStackSize);
|
|
newmodeFlag = true;
|
|
}
|
|
|
|
void GameMode::modeStack(GameMode *AddThisMode) {
|
|
modeStackPtr[modeStackCtr++] = AddThisMode;
|
|
AddThisMode->setup();
|
|
return;
|
|
}
|
|
|
|
} // end of namespace Saga2
|