/* 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