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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 SLUDGE_VARIABLE_H
#define SLUDGE_VARIABLE_H
namespace Sludge {
struct Variable;
struct VariableStack;
enum VariableType {
SVT_NULL,
SVT_INT,
SVT_FUNC,
SVT_STRING,
SVT_BUILT,
SVT_FILE,
SVT_STACK,
SVT_OBJTYPE,
SVT_ANIM,
SVT_COSTUME,
SVT_FASTARRAY,
SVT_NUM_TYPES
};
struct FastArrayHandler {
struct Variable *fastVariables;
int size;
int timesUsed;
};
struct StackHandler {
struct VariableStack *first;
struct VariableStack *last;
int timesUsed;
};
union VariableData {
signed int intValue;
const char *theString;
StackHandler *theStack;
struct PersonaAnimation *animHandler;
struct Persona *costumeHandler;
FastArrayHandler *fastArray;
};
struct Variable {
VariableType varType;
VariableData varData;
};
struct VariableStack {
Variable thisVar;
VariableStack *next;
};
// Initialisation
#define initVarNew(thisVar) thisVar.varType = SVT_NULL
// Setting variables
void setVariable(Variable &thisVar, VariableType vT, int value);
bool copyVariable(const Variable &from, Variable &to);
bool loadStringToVar(Variable &thisVar, int value);
void newAnimationVariable(Variable &thisVar, struct PersonaAnimation *i);
void newCostumeVariable(Variable &thisVar, struct Persona *i);
void makeTextVar(Variable &thisVar, const Common::String &txt);
void addVariablesInSecond(Variable &var1, Variable &var2);
void compareVariablesInSecond(const Variable &var1, Variable &var2);
char *createCString(const Common::String &s);
// Misc.
void unlinkVar(Variable &thisVar);
Common::String getNumberedString(int value);
Common::String getTextFromAnyVar(const Variable &from);
struct Persona *getCostumeFromVar(Variable &thisVar);
struct PersonaAnimation *getAnimationFromVar(Variable &thisVar);
bool getBoolean(const Variable &from);
bool getValueType(int &toHere, VariableType vT, const Variable &v);
// Stacky stuff
bool addVarToStack(const Variable &va, VariableStack *&thisStack);
bool addVarToStackQuick(Variable &va, VariableStack *&thisStack);
void trimStack(VariableStack *&stack);
int deleteVarFromStack(const Variable &va, VariableStack *&thisStack,
bool allOfEm = false);
VariableStack *stackFindLast(VariableStack *hunt);
bool copyStack(const Variable &from, Variable &to);
int stackSize(const StackHandler *me);
bool stackSetByIndex(VariableStack *, uint, const Variable &);
Variable *stackGetByIndex(VariableStack *, uint);
bool getSavedGamesStack(StackHandler *sH, const Common::String &ext);
bool makeFastArrayFromStack(Variable &to, const StackHandler *stacky);
bool makeFastArraySize(Variable &to, int size);
Variable *fastArrayGetByIndex(FastArrayHandler *vS, uint theIndex);
} // End of namespace Sludge
#endif
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