/* 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. * */ #ifndef ARCHETYPE_INTERPRETER #define ARCHETYPE_INTERPRETER #include "glk/archetype/expression.h" #include "common/stream.h" namespace Glk { namespace Archetype { enum DesiredType { LVALUE, RVALUE, NAME }; typedef ExprNode ResultType; struct ContextType { int sender, self, each, message; ContextType() : sender(0), self(0), each(0), message(0) {} }; extern int MainObject; extern void interpreter_init(); /** * A short wrapper to NewDynStr which basically uses the stack as temporary string storage. * If you want to use a string constructor expression as an argument, call this function, * since it does not take strings by reference but by value. Expensive on the stack but * only briefly; it saves cluttering eval_expr */ extern StringPtr MakeNewDynStr(const String &s); /** * Given a string message, returns its number in the Vocabulary list, or -1 if it was not found. * At present, it simply uses a very inefficient O(N) lookup. If speed begins to become a * consideration, this can be changed. * @param message message to find number of * @returns the number of the message in the Vocabulary list. */ extern int find_message(const String &message); /** * Converts a scalar expression node to a target type. Deals primarily with numeric -> string * or string -> numeric conversions in their many incarnations. * @param target_type type to convert to * @param the_scalar scalar to convert */ extern bool convert_to(AclType target_type, ResultType &the_scalar); /** * Used to initialize previously unused result records. Does not expect that there might be * a string pointer lurking within. */ extern void undefine(ResultType &result); /** * To be used on temporary result variables after their usefulness is finished. Like 'undefine' above, * except that it is used only for results that have actually been used - in other words, results with * their "kind" field set properly. */ extern void cleanup(ResultType &result); /** * Does an rvalue-like copy from r2 to r1 */ extern void copy_result(ResultType &r1, const ResultType &r2); /** * Compares two result nodes according to the given operator. * @returns true if they can; false if they cannot */ extern bool result_compare(short comparison, ResultType &r1, ResultType &r2); /** * Given the result of an LVALUE evaluation and a result to assign to the attribute, * performs the assignment if possible. * @param target hopefully points to attribute to receive assignment * @param value Result to assign * @returns Returns true if the assignment was successful; false otherwise */ extern bool assignment(ResultType &target, ResultType &value); /** * Writes the given result to screen w/o terminating it with a newline */ extern void write_result(ResultType &result); /** * For purposes of debugging. * Strings are enclosed in double quotes. * Messages are enclosed in single quotes. * Quote literals are preceded by >> */ extern void display_result(ResultType &result); /** * Given an expression tree, displays the thing on screen. */ extern void display_expr(ExprTree the_tree); /** * Loads a game into memory from a binary input file. Checks for errors * in the header or incompatible versions. * @param f_in Input file */ extern bool load_game(Common::ReadStream *f_in); } // End of namespace Archetype } // End of namespace Glk #endif