/* 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 */ #ifndef WINTERMUTE_SCSTACK_H #define WINTERMUTE_SCSTACK_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/coll_templ.h" #include "engines/wintermute/persistent.h" namespace Wintermute { class ScValue; class BaseScriptable; class ScStack : public BaseClass { public: ScValue *getAt(int Index); ScValue *getPushValue(); DECLARE_PERSISTENT(ScStack, BaseClass) void pushNative(BaseScriptable *val, bool persistent); void pushString(const char *val); void pushBool(bool val); void pushInt(int val); void pushFloat(double val); void pushNULL(); void correctParams(uint32 expectedParams); ScValue *getTop(); void push(ScValue *val); ScValue *pop(); ScStack(BaseGame *inGame); virtual ~ScStack(); BaseArray _values; int32 _sP; }; } // End of namespace Wintermute #endif