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author | Paul Gilbert | 2019-06-25 21:18:44 -0700 |
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committer | Paul Gilbert | 2019-07-06 15:27:07 -0700 |
commit | cd7cf4141425e3e77b164d2dbcbae8de1eacb035 (patch) | |
tree | 97caacd0a7e26488844ada4e7cd529cae482526a /engines/glk/alan3/state_stack.cpp | |
parent | cfd66173bad8bb23ba7ba2d531fc5e98872212ce (diff) | |
download | scummvm-rg350-cd7cf4141425e3e77b164d2dbcbae8de1eacb035.tar.gz scummvm-rg350-cd7cf4141425e3e77b164d2dbcbae8de1eacb035.tar.bz2 scummvm-rg350-cd7cf4141425e3e77b164d2dbcbae8de1eacb035.zip |
GLK: ALAN3: Initial files commit
Diffstat (limited to 'engines/glk/alan3/state_stack.cpp')
-rw-r--r-- | engines/glk/alan3/state_stack.cpp | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/engines/glk/alan3/state_stack.cpp b/engines/glk/alan3/state_stack.cpp new file mode 100644 index 0000000000..38e8bb66ec --- /dev/null +++ b/engines/glk/alan3/state_stack.cpp @@ -0,0 +1,128 @@ +/* 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. + * + */ + +#include "glk/alan3/state_stack.h" +#include "glk/alan3/syserr.h" +#include "glk/alan3/memory.h" +#include "glk/alan3/state.h" + +namespace Glk { +namespace Alan3 { + +/* CONSTANTS: */ +#define EXTENT 10 + + +/* PRIVATE TYPES: */ +struct StateStackStructure { + void **states; + char **commands; + int stackSize; + int stackPointer; /* Points above used stack, 0 initially */ + int elementSize; /* Size of elements in the stack */ +}; + + +/*----------------------------------------------------------------------*/ +static void *reallocate(void *from, int newSize) +{ + void *newArea = realloc(from, newSize*sizeof(void*)); + if (newArea == NULL) + syserr("Out of memory in 'reallocateStack()'"); + return newArea; +} + +/*======================================================================*/ +StateStackP createStateStack(int elementSize) { + StateStackP stack = NEW(StateStackStructure); + stack->stackSize = 0; + stack->stackPointer = 0; + stack->elementSize = elementSize; + return stack; +} + + +/*======================================================================*/ +void deleteStateStack(StateStackP stateStack) { + if (stateStack != NULL) { + while (stateStack->stackPointer > 0) { + stateStack->stackPointer--; + deallocateGameState((GameState *)stateStack->states[stateStack->stackPointer]); + deallocate(stateStack->states[stateStack->stackPointer]); + deallocate(stateStack->commands[stateStack->stackPointer]); + } + if (stateStack->stackSize > 0) { + deallocate(stateStack->states); + deallocate(stateStack->commands); + } + deallocate(stateStack); + } +} + + +/*======================================================================*/ +bool stateStackIsEmpty(StateStackP stateStack) { + return stateStack->stackPointer == 0; +} + + +/*----------------------------------------------------------------------*/ +static void ensureSpaceForGameState(StateStackP stack) +{ + if (stack->stackPointer == stack->stackSize) { + stack->states = (void **)reallocate(stack->states, stack->stackSize+EXTENT); + stack->commands = (char **)reallocate(stack->commands, stack->stackSize+EXTENT); + stack->stackSize += EXTENT; + } +} + + +/*======================================================================*/ +void pushGameState(StateStackP stateStack, void *gameState) { + void *element = allocate(stateStack->elementSize); + memcpy(element, gameState, stateStack->elementSize); + ensureSpaceForGameState(stateStack); + stateStack->commands[stateStack->stackPointer] = NULL; + stateStack->states[stateStack->stackPointer++] = element; +} + + +/*======================================================================*/ +void attachPlayerCommandsToLastState(StateStackP stateStack, char *playerCommands) { + stateStack->commands[stateStack->stackPointer-1] = strdup(playerCommands); +} + + +/*======================================================================*/ +void popGameState(StateStackP stateStack, void *gameState, char** playerCommand) { + if (stateStack->stackPointer == 0) + syserr("Popping GameState from empty stack"); + else { + stateStack->stackPointer--; + memcpy(gameState, stateStack->states[stateStack->stackPointer], stateStack->elementSize); + deallocate(stateStack->states[stateStack->stackPointer]); + *playerCommand = stateStack->commands[stateStack->stackPointer]; + } +} + +} // End of namespace Alan3 +} // End of namespace Glk |