mirror of
https://github.com/libretro/scummvm.git
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135 lines
3.9 KiB
C++
135 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 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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char *theString;
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stackHandler *theStack;
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struct personaAnimation *animHandler;
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struct 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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};
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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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// Initialisation
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#define initVarNew(thisVar) thisVar.varType = SVT_NULL
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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 char *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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// Misc.
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void unlinkVar(variable &thisVar);
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char *getNumberedString(int value);
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char *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 *, unsigned int, const variable &);
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variable *stackGetByIndex(variableStack *, unsigned int);
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bool getSavedGamesStack(stackHandler *sH, char *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, unsigned int theIndex);
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#define DEBUG_STACKINESS 0
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#if DEBUG_STACKINESS
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#define stackDebug(params) { \
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FILE * stackfp = fopen ("stackout.txt", "at"); \
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fprintf params; \
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fclose (stackfp); \
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}
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#else
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#define stackDebug(a) {}
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#endif
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} // End of namespace Sludge
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#endif
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