1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
/* 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.
*
*/
#include "neverhood/gamevars.h"
namespace Neverhood {
GameVars::GameVars() {
addVar(0, 0);
}
GameVars::~GameVars() {
}
uint32 GameVars::getGlobalVar(uint32 nameHash) {
//debug("GameVars::getGlobalVar(%08X)", nameHash);
int16 varIndex = findSubVarIndex(0, nameHash);
return varIndex != -1 ? _vars[varIndex].value : 0;
}
void GameVars::setGlobalVar(uint32 nameHash, uint32 value) {
//debug("GameVars::setGlobalVar(%08X, %d)", nameHash, value);
_vars[getSubVarIndex(0, nameHash)].value = value;
}
uint32 GameVars::getSubVar(uint32 nameHash, uint32 subNameHash) {
//debug("GameVars::getSubVar(%08X, %08X)", nameHash, subNameHash);
uint32 value = 0;
int16 varIndex = findSubVarIndex(0, nameHash);
if (varIndex != -1) {
int16 subVarIndex = findSubVarIndex(varIndex, subNameHash);
if (subVarIndex != -1) {
value = _vars[subVarIndex].value;
}
}
return value;
}
void GameVars::setSubVar(uint32 nameHash, uint32 subNameHash, uint32 value) {
//debug("GameVars::setSubVar(%08X, %08X, %d)", nameHash, subNameHash, value);
int16 varIndex = getSubVarIndex(0, nameHash);
//debug(" varIndex = %d", varIndex);
int16 subVarIndex = getSubVarIndex(varIndex, subNameHash);
//debug(" subVarIndex = %d", subVarIndex);
_vars[subVarIndex].value = value;
//_vars[getSubVarIndex(getSubVarIndex(0, nameHash), subNameHash)].value = value;
}
int16 GameVars::addVar(uint32 nameHash, uint32 value) {
//debug("GameVars::addVar(%08X, %d)", nameHash, value);
GameVar gameVar;
gameVar.nameHash = nameHash;
gameVar.value = value;
gameVar.firstIndex = -1;
gameVar.nextIndex = -1;
_vars.push_back(gameVar);
return _vars.size() - 1;
}
int16 GameVars::findSubVarIndex(int16 varIndex, uint32 subNameHash) {
//debug("GameVars::findSubVarIndex(%d, %08X)", varIndex, subNameHash);
for (int16 nextIndex = _vars[varIndex].firstIndex; nextIndex != -1; nextIndex = _vars[nextIndex].nextIndex) {
if (_vars[nextIndex].nameHash == subNameHash)
return nextIndex;
}
return -1;
}
int16 GameVars::addSubVar(int16 varIndex, uint32 subNameHash, uint32 value) {
//debug("GameVars::addSubVar(%d, %08X, %d)", varIndex, subNameHash, value);
int16 nextIndex = _vars[varIndex].firstIndex;
int16 subVarIndex;
if (nextIndex == -1) {
subVarIndex = addVar(subNameHash, value);
_vars[varIndex].firstIndex = subVarIndex;
} else {
while (_vars[nextIndex].nextIndex != -1)
nextIndex = _vars[nextIndex].nextIndex;
subVarIndex = addVar(subNameHash, value);
_vars[nextIndex].nextIndex = subVarIndex;
}
return subVarIndex;
}
int16 GameVars::getSubVarIndex(int16 varIndex, uint32 subNameHash) {
//debug("GameVars::getSubVarIndex(%d, %08X)", varIndex, subNameHash);
int16 subVarIndex = findSubVarIndex(varIndex, subNameHash);
if (subVarIndex == -1) {
subVarIndex = addSubVar(varIndex, subNameHash, 0);
debug("need to create: subVarIndex = %d", subVarIndex);
}
return subVarIndex;
}
} // End of namespace Neverhood
|