/* 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 * aint32 with this program; if not, write to the Free Software * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #include "saga2/saga2.h" #include "saga2/floating.h" namespace Saga2 { /* ===================================================================== * Functions to set what mode the game is in. * ===================================================================== */ //Initialize Static GameObject Data Members GameMode *GameMode::_currentMode = nullptr; // pointer to current mode. GameMode *GameMode::_newMode = nullptr; // next mode to run GameMode *GameMode::_modeStackPtr[kMax_Modes] = { nullptr }; GameMode *GameMode::_newmodeStackPtr[kMax_Modes] = { nullptr }; int GameMode::_modeStackCtr = 0; int GameMode::_newmodeStackCtr = 0; int GameMode::_newmodeFlag = false; void GameMode::modeUnStack() { _modeStackPtr[_modeStackCtr] = nullptr; //Always Start Cleanup At _modeStackCtr _modeStackPtr[_modeStackCtr--]->_cleanup(); return; } void GameMode::modeUnStack(int StopHere) { if (!_modeStackCtr) //If Nothing Currently On The Stack return; for (int i = _modeStackCtr - 1; i >= StopHere; i--) { //Stop Here Is How Far You Want To Unstack if (_modeStackPtr[i] != nullptr) _modeStackPtr[i]->_cleanup(); _modeStackPtr[i] = nullptr; //Always Start Cleanup At _modeStackCtr _modeStackCtr--; //Always Start Cleanup At _modeStackCtr } return; } bool GameMode::update() { bool result = false; int ModeCtr = 0; _newmodeFlag = false; for (int i = 0; i < _newmodeStackCtr; i++, ModeCtr++) if (_newmodeStackPtr[i] != _modeStackPtr[i]) break; //Now ModeCtr Equals How Deep In The Mode Is Equal modeUnStack(ModeCtr); for (int i = ModeCtr; i < _newmodeStackCtr; i++) modeStack(_newmodeStackPtr[i]); return result; } int GameMode::getStack(GameMode **saveStackPtr) { memcpy(saveStackPtr, _modeStackPtr, sizeof(GameMode *) * _modeStackCtr); return _modeStackCtr; } void GameMode::SetStack(GameMode *modeFirst, ...) { va_list Modes; va_start(Modes, modeFirst); //Initialize To First Argument Even Though We Dont Use It In The Loop _newmodeStackCtr = 0; //reset Ctr For New Mode GameMode *thisMode = modeFirst; //Put List In New Array Of GameMode Object Pointers while (thisMode != nullptr) { _newmodeStackPtr[_newmodeStackCtr] = thisMode; _newmodeStackCtr++; thisMode = va_arg(Modes, GameMode *); } va_end(Modes); //Clean Up _newmodeFlag = true; } void GameMode::SetStack(GameMode **newStack, int newStackSize) { _newmodeStackCtr = newStackSize; memcpy(_newmodeStackPtr, newStack, sizeof(GameMode *) * newStackSize); _newmodeFlag = true; } void GameMode::modeStack(GameMode *AddThisMode) { _modeStackPtr[_modeStackCtr++] = AddThisMode; AddThisMode->_setup(); return; } } // end of namespace Saga2