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engines/glk/alan3/state_stack.cpp
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125
engines/glk/alan3/state_stack.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "glk/alan3/state_stack.h"
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#include "glk/alan3/syserr.h"
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#include "glk/alan3/memory.h"
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#include "glk/alan3/state.h"
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namespace Glk {
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namespace Alan3 {
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/* CONSTANTS: */
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#define EXTENT 10
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/* PRIVATE TYPES: */
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struct StateStackStructure {
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void **states;
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char **commands;
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int stackSize;
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int stackPointer; /* Points above used stack, 0 initially */
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int elementSize; /* Size of elements in the stack */
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};
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/*----------------------------------------------------------------------*/
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static void *reallocate(void *from, int newSize) {
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void *newArea = realloc(from, newSize * sizeof(void *));
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if (newArea == nullptr)
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syserr("Out of memory in 'reallocateStack()'");
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return newArea;
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}
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/*======================================================================*/
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StateStackP createStateStack(int elementSize) {
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StateStackP stack = NEW(StateStackStructure);
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stack->stackSize = 0;
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stack->stackPointer = 0;
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stack->elementSize = elementSize;
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return stack;
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}
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/*======================================================================*/
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void deleteStateStack(StateStackP stateStack) {
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if (stateStack != nullptr) {
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while (stateStack->stackPointer > 0) {
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stateStack->stackPointer--;
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deallocateGameState((GameState *)stateStack->states[stateStack->stackPointer]);
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deallocate(stateStack->states[stateStack->stackPointer]);
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deallocate(stateStack->commands[stateStack->stackPointer]);
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}
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if (stateStack->stackSize > 0) {
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deallocate(stateStack->states);
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deallocate(stateStack->commands);
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}
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deallocate(stateStack);
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}
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}
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/*======================================================================*/
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bool stateStackIsEmpty(StateStackP stateStack) {
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return stateStack->stackPointer == 0;
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}
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/*----------------------------------------------------------------------*/
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static void ensureSpaceForGameState(StateStackP stack) {
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if (stack->stackPointer == stack->stackSize) {
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stack->states = (void **)reallocate(stack->states, stack->stackSize + EXTENT);
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stack->commands = (char **)reallocate(stack->commands, stack->stackSize + EXTENT);
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stack->stackSize += EXTENT;
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}
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}
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/*======================================================================*/
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void pushGameState(StateStackP stateStack, void *gameState) {
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void *element = allocate(stateStack->elementSize);
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memcpy(element, gameState, stateStack->elementSize);
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ensureSpaceForGameState(stateStack);
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stateStack->commands[stateStack->stackPointer] = nullptr;
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stateStack->states[stateStack->stackPointer++] = element;
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}
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/*======================================================================*/
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void attachPlayerCommandsToLastState(StateStackP stateStack, char *playerCommands) {
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stateStack->commands[stateStack->stackPointer - 1] = scumm_strdup(playerCommands);
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}
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/*======================================================================*/
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void popGameState(StateStackP stateStack, void *gameState, char **playerCommand) {
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if (stateStack->stackPointer == 0)
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syserr("Popping GameState from empty stack");
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else {
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stateStack->stackPointer--;
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memcpy(gameState, stateStack->states[stateStack->stackPointer], stateStack->elementSize);
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deallocate(stateStack->states[stateStack->stackPointer]);
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*playerCommand = stateStack->commands[stateStack->stackPointer];
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}
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}
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} // End of namespace Alan3
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} // End of namespace Glk
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