/* 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/script_stack.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/base/base_game.h" namespace Wintermute { IMPLEMENT_PERSISTENT(ScStack, false) ////////////////////////////////////////////////////////////////////////// ScStack::ScStack(BaseGame *inGame) : BaseClass(inGame) { _sP = -1; } ////////////////////////////////////////////////////////////////////////// ScStack::~ScStack() { #if _DEBUG //_gameRef->LOG(0, "STAT: Stack size: %d, SP=%d", _values.size(), _sP); #endif for (uint32 i = 0; i < _values.size(); i++) { delete _values[i]; } _values.clear(); } ////////////////////////////////////////////////////////////////////////// ScValue *ScStack::pop() { if (_sP < 0) { _gameRef->LOG(0, "Fatal: Stack underflow"); return nullptr; } return _values[_sP--]; } ////////////////////////////////////////////////////////////////////////// void ScStack::push(ScValue *val) { _sP++; if (_sP < (int32)_values.size()) { _values[_sP]->cleanup(); _values[_sP]->copy(val); } else { ScValue *copyVal = new ScValue(_gameRef); copyVal->copy(val); _values.add(copyVal); } } ////////////////////////////////////////////////////////////////////////// ScValue *ScStack::getPushValue() { _sP++; if (_sP >= (int32)_values.size()) { ScValue *val = new ScValue(_gameRef); _values.add(val); } _values[_sP]->cleanup(); return _values[_sP]; } ////////////////////////////////////////////////////////////////////////// ScValue *ScStack::getTop() { if (_sP < 0 || _sP >= (int32)_values.size()) { return nullptr; } else { return _values[_sP]; } } ////////////////////////////////////////////////////////////////////////// ScValue *ScStack::getAt(int index) { index = _sP - index; if (index < 0 || index >= (int32)_values.size()) { return nullptr; } else { return _values[index]; } } ////////////////////////////////////////////////////////////////////////// void ScStack::correctParams(uint32 expectedParams) { uint32 nuParams = (uint32)pop()->getInt(); if (expectedParams < nuParams) { // too many params while (expectedParams < nuParams) { //Pop(); delete _values[_sP - expectedParams]; _values.remove_at(_sP - expectedParams); nuParams--; _sP--; } } else if (expectedParams > nuParams) { // need more params while (expectedParams > nuParams) { //Push(null_val); ScValue *nullVal = new ScValue(_gameRef); nullVal->setNULL(); _values.insert_at(_sP - nuParams + 1, nullVal); nuParams++; _sP++; if ((int32)_values.size() > _sP + 1) { delete _values[_values.size() - 1]; _values.remove_at(_values.size() - 1); } } } } ////////////////////////////////////////////////////////////////////////// void ScStack::pushNULL() { getPushValue()->setNULL(); } ////////////////////////////////////////////////////////////////////////// void ScStack::pushInt(int val) { getPushValue()->setInt(val); } ////////////////////////////////////////////////////////////////////////// void ScStack::pushFloat(double val) { getPushValue()->setFloat(val); } ////////////////////////////////////////////////////////////////////////// void ScStack::pushBool(bool val) { getPushValue()->setBool(val); } ////////////////////////////////////////////////////////////////////////// void ScStack::pushString(const char *val) { getPushValue()->setString(val); } ////////////////////////////////////////////////////////////////////////// void ScStack::pushNative(BaseScriptable *val, bool persistent) { getPushValue()->setNative(val, persistent); } ////////////////////////////////////////////////////////////////////////// bool ScStack::persist(BasePersistenceManager *persistMgr) { persistMgr->transferPtr(TMEMBER_PTR(_gameRef)); persistMgr->transferSint32(TMEMBER(_sP)); _values.persist(persistMgr); return STATUS_OK; } } // End of namespace Wintermute