/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/Base/scriptables/ScStack.h" #include "engines/wintermute/Base/scriptables/ScValue.h" #include "engines/wintermute/Base/BGame.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CScStack, false) ////////////////////////////////////////////////////////////////////////// CScStack::CScStack(CBGame *inGame): CBBase(inGame) { _sP = -1; } ////////////////////////////////////////////////////////////////////////// CScStack::~CScStack() { #if _DEBUG //Game->LOG(0, "STAT: Stack size: %d, SP=%d", _values.GetSize(), _sP); #endif for (int i = 0; i < _values.GetSize(); i++) { delete _values[i]; } _values.RemoveAll(); } ////////////////////////////////////////////////////////////////////////// CScValue *CScStack::pop() { if (_sP < 0) { Game->LOG(0, "Fatal: Stack underflow"); return NULL; } return _values[_sP--]; } ////////////////////////////////////////////////////////////////////////// void CScStack::push(CScValue *val) { _sP++; if (_sP < _values.GetSize()) { _values[_sP]->cleanup(); _values[_sP]->copy(val); } else { CScValue *copyVal = new CScValue(Game); copyVal->copy(val); _values.Add(copyVal); } } ////////////////////////////////////////////////////////////////////////// CScValue *CScStack::getPushValue() { _sP++; if (_sP >= _values.GetSize()) { CScValue *val = new CScValue(Game); _values.Add(val); } _values[_sP]->cleanup(); return _values[_sP]; } ////////////////////////////////////////////////////////////////////////// CScValue *CScStack::getTop() { if (_sP < 0 || _sP >= _values.GetSize()) return NULL; else return _values[_sP]; } ////////////////////////////////////////////////////////////////////////// CScValue *CScStack::getAt(int index) { index = _sP - index; if (index < 0 || index >= _values.GetSize()) return NULL; else return _values[index]; } ////////////////////////////////////////////////////////////////////////// void CScStack::correctParams(uint32 expectedParams) { uint32 nuParams = (uint32)pop()->getInt(); if (expectedParams < nuParams) { // too many params while (expectedParams < nuParams) { //Pop(); delete _values[_sP - expectedParams]; _values.RemoveAt(_sP - expectedParams); nuParams--; _sP--; } } else if (expectedParams > nuParams) { // need more params while (expectedParams > nuParams) { //Push(null_val); CScValue *nullVal = new CScValue(Game); nullVal->setNULL(); _values.InsertAt(_sP - nuParams + 1, nullVal); nuParams++; _sP++; if (_values.GetSize() > _sP + 1) { delete _values[_values.GetSize() - 1]; _values.RemoveAt(_values.GetSize() - 1); } } } } ////////////////////////////////////////////////////////////////////////// void CScStack::pushNULL() { /* CScValue* val = new CScValue(Game); val->setNULL(); Push(val); delete val; */ getPushValue()->setNULL(); } ////////////////////////////////////////////////////////////////////////// void CScStack::pushInt(int val) { /* CScValue* val = new CScValue(Game); val->setInt(Val); Push(val); delete val; */ getPushValue()->setInt(val); } ////////////////////////////////////////////////////////////////////////// void CScStack::pushFloat(double val) { /* CScValue* val = new CScValue(Game); val->setFloat(Val); Push(val); delete val; */ getPushValue()->setFloat(val); } ////////////////////////////////////////////////////////////////////////// void CScStack::pushBool(bool val) { /* CScValue* val = new CScValue(Game); val->setBool(Val); Push(val); delete val; */ getPushValue()->setBool(val); } ////////////////////////////////////////////////////////////////////////// void CScStack::pushString(const char *val) { /* CScValue* val = new CScValue(Game); val->setString(Val); Push(val); delete val; */ getPushValue()->setString(val); } ////////////////////////////////////////////////////////////////////////// void CScStack::pushNative(CBScriptable *val, bool persistent) { /* CScValue* val = new CScValue(Game); val->setNative(Val, Persistent); Push(val); delete val; */ getPushValue()->setNative(val, persistent); } ////////////////////////////////////////////////////////////////////////// ERRORCODE CScStack::persist(CBPersistMgr *persistMgr) { persistMgr->transfer(TMEMBER(Game)); persistMgr->transfer(TMEMBER(_sP)); _values.persist(persistMgr); return STATUS_OK; } } // end of namespace WinterMute