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2026-02-02 04:50:13 +01:00

192 lines
4.8 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/base/base_game.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(ScStack, false)
//////////////////////////////////////////////////////////////////////////
ScStack::ScStack(BaseGame *inGame) : BaseClass(inGame) {
_sP = -1;
}
//////////////////////////////////////////////////////////////////////////
ScStack::~ScStack() {
//_game->LOG(0, "STAT: Stack size: %d, SP=%d", _values.getSize(), _sP);
for (int32 i = 0; i < _values.getSize(); i++) {
delete _values[i];
}
_values.removeAll();
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::pop() {
if (_sP < 0) {
_game->LOG(0, "Fatal: Stack underflow");
return nullptr;
}
return _values[_sP--];
}
//////////////////////////////////////////////////////////////////////////
void ScStack::push(ScValue *val) {
_sP++;
if (_sP < _values.getSize()) {
_values[_sP]->cleanup();
_values[_sP]->copy(val);
} else {
ScValue *copyVal = new ScValue(_game);
copyVal->copy(val);
_values.add(copyVal);
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::getPushValue() {
_sP++;
if (_sP >= _values.getSize()) {
ScValue *val = new ScValue(_game);
_values.add(val);
}
_values[_sP]->cleanup();
return _values[_sP];
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::getTop() {
if (_sP < 0 || _sP >= _values.getSize()) {
return nullptr;
} else {
return _values[_sP];
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *ScStack::getAt(int index) {
index = _sP - index;
if (index < 0 || index >= _values.getSize()) {
return nullptr;
} else {
return _values[index];
}
}
//////////////////////////////////////////////////////////////////////////
void ScStack::correctParams(uint32 expectedParams) {
uint32 numParams = (uint32)pop()->getInt();
if (expectedParams < numParams) { // too many params
while (expectedParams < numParams) {
//pop();
delete _values[_sP - expectedParams];
_values.removeAt(_sP - expectedParams);
numParams--;
_sP--;
}
} else if (expectedParams > numParams) { // need more params
while (expectedParams > numParams) {
//push(nullVal);
ScValue *nullVal = new ScValue(_game);
nullVal->setNULL();
_values.insertAt(_sP - numParams + 1, nullVal);
numParams++;
_sP++;
if (_values.getSize() > _sP + 1) {
delete _values[_values.getSize() - 1];
_values.removeAt(_values.getSize() - 1);
}
}
}
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushNULL() {
getPushValue()->setNULL();
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushInt(int val) {
getPushValue()->setInt(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushFloat(double val) {
getPushValue()->setFloat(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushBool(bool val) {
getPushValue()->setBool(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushString(const char *val) {
getPushValue()->setString(val);
}
//////////////////////////////////////////////////////////////////////////
void ScStack::pushNative(BaseScriptable *val, bool persistent) {
getPushValue()->setNative(val, persistent);
}
//////////////////////////////////////////////////////////////////////////
bool ScStack::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferPtr(TMEMBER_PTR(_game));
persistMgr->transferSint32(TMEMBER(_sP));
_values.persist(persistMgr);
return STATUS_OK;
}
} // End of namespace Wintermute