/* 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 * aint32 with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ //#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove #include "saga2/std.h" #include "saga2/floating.h" namespace Saga2 { /* ===================================================================== * Functions to set what mode the game is in. * ===================================================================== */ //Initialize Static GameObject Data Members GameMode *GameMode::currentMode = NULL; // pointer to current mode. GameMode *GameMode::newMode = NULL; // next mode to run GameMode *GameMode::modeStackPtr[Max_Modes] = { NULL }; GameMode *GameMode::newmodeStackPtr[Max_Modes] = { NULL }; int GameMode::modeStackCtr = 0; int GameMode::newmodeStackCtr = 0; int GameMode::newmodeFlag = false; void GameMode::modeUnStack(void) { modeStackPtr[modeStackCtr] = NULL; //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] != NULL) modeStackPtr[i]->cleanup(); modeStackPtr[i] = NULL; //Always Start Cleanup At modeStackCtr modeStackCtr--; //Always Start Cleanup At modeStackCtr } return; } bool GameMode::update(void) { 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 warning("STUB: GameMode::SetStack()"); #if 0 while (thisMode != End_List) { newmodeStackPtr[newmodeStackCtr] = thisMode; newmodeStackCtr++; thisMode = va_arg(Modes, GameMode *); } #endif va_end(Modes); //Clean Up newmodeFlag = true; return; } 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