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/* 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 GLK_ALAN2_JUMPS
#define GLK_ALAN2_JUMPS
/* This provides a simplified version of the ScummVM coroutines to allow for automated
* breakouts to the main game loop from subroutinese rather than using unportable setjmps
*/
#include "common/str.h"
namespace Glk {
namespace Alan3 {
/**
* Context used for flagging when a break to the outer game loop
*/
struct Context {
bool _break;
Common::String _label;
/**
* Constructor
*/
Context() : _break(false) {}
/**
* Clear
*/
void clear() {
_break = false;
_label = "";
}
};
#define CALL0(METHOD) { METHOD(context); if (context._break) return; }
#define CALL1(METHOD, P1) { METHOD(context, P1); if (context._break) return; }
#define CALL2(METHOD, P1, P2) { METHOD(context, P1, P2); if (context._break) return; }
#define CALL3(METHOD, P1, P2, P3) { METHOD(context, P1, P2, P3); if (context._break) return; }
#define CALL4(METHOD, P1, P2, P3, P4) { METHOD(context, P1, P2, P3, P4); if (context._break) return; }
#define FUNC0(METHOD, RET) { RET = METHOD(context); if (context._break) return; }
#define FUNC1(METHOD, RET, P1) { RET = METHOD(context, P1); if (context._break) return; }
#define FUNC2(METHOD, RET, P1, P2) { RET = METHOD(context, P1, P2); if (context._break) return; }
#define FUNC3(METHOD, RET, P1, P2, P3) { RET = METHOD(context, P1, P2, P3); if (context._break) return; }
#define FUNC4(METHOD, RET, P1, P2, P3, P4) { RET = METHOD(context, P1, P2, P3, P4); if (context._break) return; }
#define R0CALL0(METHOD) { METHOD(context); if (context._break) return 0; }
#define R0CALL1(METHOD, P1) { METHOD(context, P1); if (context._break) return 0; }
#define R0CALL2(METHOD, P1, P2) { METHOD(context, P1, P2); if (context._break) return 0; }
#define R0CALL3(METHOD, P1, P2, P3) { METHOD(context, P1, P2, P3); if (context._break) return 0; }
#define R0CALL4(METHOD, P1, P2, P3, P4) { METHOD(context, P1, P2, P3, P4); if (context._break) return 0; }
#define R0FUNC0(METHOD, RET) { RET = METHOD(context); if (context._break) return 0; }
#define R0FUNC1(METHOD, RET, P1) { RET = METHOD(context, P1); if (context._break) return 0; }
#define R0FUNC2(METHOD, RET, P1, P2) { RET = METHOD(context, P1, P2); if (context._break) return 0; }
#define R0FUNC3(METHOD, RET, P1, P2, P3) { RET = METHOD(context, P1, P2, P3); if (context._break) return 0; }
#define R0FUNC4(METHOD, RET, P1, P2, P3, P4) { RET = METHOD(context, P1, P2, P3, P4); if (context._break) return 0; }
#define CONTEXT Context &context
#define LONG_JUMP { context._break = true; context._label = "turn"; return; }
#define LONG_JUMP0 { context._break = true; return 0; }
#define LONG_JUMP_LABEL(LBL) { context._break = true; context._label = LBL; return; }
#define LONG_JUMP_LABEL0(LBL) { context._break = true; context._label = LBL; return 0; }
} // End of namespace Alan2
} // End of namespace Glk
#endif
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