mirror of
https://github.com/libretro/scummvm.git
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178 lines
5.1 KiB
C++
178 lines
5.1 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/dcgf.h"
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#include "engines/wintermute/Base/BBase.h"
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#include "engines/wintermute/Base/BGame.h"
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#include "engines/wintermute/Base/BParser.h"
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#include "engines/wintermute/Base/BDynBuffer.h"
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namespace WinterMute {
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//////////////////////////////////////////////////////////////////////
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CBBase::CBBase(CBGame *GameOwner) {
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Game = GameOwner;
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_persistable = true;
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}
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//////////////////////////////////////////////////////////////////////////
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CBBase::CBBase() {
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Game = NULL;
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_persistable = true;
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}
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//////////////////////////////////////////////////////////////////////
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CBBase::~CBBase() {
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_editorProps.clear();
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}
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//////////////////////////////////////////////////////////////////////////
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const char *CBBase::GetEditorProp(const char *PropName, const char *InitVal) {
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_editorPropsIter = _editorProps.find(PropName);
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if (_editorPropsIter != _editorProps.end())
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return _editorPropsIter->_value.c_str();
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//return _editorPropsIter->second.c_str(); // <- TODO Clean
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else return InitVal;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBBase::SetEditorProp(const char *PropName, const char *PropValue) {
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if (PropName == NULL) return E_FAIL;
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if (PropValue == NULL) {
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_editorProps.erase(PropName);
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} else {
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_editorProps[PropName] = PropValue;
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}
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return S_OK;
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}
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TOKEN_DEF_START
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TOKEN_DEF(EDITOR_PROPERTY)
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TOKEN_DEF(NAME)
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TOKEN_DEF(VALUE)
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TOKEN_DEF_END
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBBase::ParseEditorProperty(byte *Buffer, bool Complete) {
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TOKEN_TABLE_START(commands)
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TOKEN_TABLE(EDITOR_PROPERTY)
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TOKEN_TABLE(NAME)
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TOKEN_TABLE(VALUE)
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TOKEN_TABLE_END
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if (!Game->_editorMode) return S_OK;
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byte *params;
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int cmd;
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CBParser parser(Game);
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if (Complete) {
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if (parser.GetCommand((char **)&Buffer, commands, (char **)¶ms) != TOKEN_EDITOR_PROPERTY) {
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Game->LOG(0, "'EDITOR_PROPERTY' keyword expected.");
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return E_FAIL;
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}
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Buffer = params;
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}
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char *PropName = NULL;
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char *PropValue = NULL;
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while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) {
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switch (cmd) {
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case TOKEN_NAME:
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delete[] PropName;
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PropName = new char[strlen((char *)params) + 1];
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if (PropName) strcpy(PropName, (char *)params);
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else cmd = PARSERR_GENERIC;
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break;
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case TOKEN_VALUE:
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delete[] PropValue;
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PropValue = new char[strlen((char *)params) + 1];
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if (PropValue) strcpy(PropValue, (char *)params);
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else cmd = PARSERR_GENERIC;
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break;
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}
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}
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if (cmd == PARSERR_TOKENNOTFOUND) {
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delete[] PropName;
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delete[] PropValue;
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PropName = NULL;
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PropValue = NULL;
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Game->LOG(0, "Syntax error in EDITOR_PROPERTY definition");
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return E_FAIL;
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}
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if (cmd == PARSERR_GENERIC || PropName == NULL || PropValue == NULL) {
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delete[] PropName;
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delete[] PropValue;
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PropName = NULL;
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PropValue = NULL;
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Game->LOG(0, "Error loading EDITOR_PROPERTY definition");
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return E_FAIL;
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}
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SetEditorProp(PropName, PropValue);
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delete[] PropName;
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delete[] PropValue;
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PropName = NULL;
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PropValue = NULL;
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBBase::SaveAsText(CBDynBuffer *Buffer, int Indent) {
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_editorPropsIter = _editorProps.begin();
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while (_editorPropsIter != _editorProps.end()) {
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Buffer->PutTextIndent(Indent, "EDITOR_PROPERTY\n");
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Buffer->PutTextIndent(Indent, "{\n");
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Buffer->PutTextIndent(Indent + 2, "NAME=\"%s\"\n", (char *)_editorPropsIter->_key.c_str());
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Buffer->PutTextIndent(Indent + 2, "VALUE=\"%s\"\n", _editorPropsIter->_value.c_str());
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//Buffer->PutTextIndent(Indent + 2, "NAME=\"%s\"\n", (char *)_editorPropsIter->first.c_str()); // <- TODO, remove
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//Buffer->PutTextIndent(Indent + 2, "VALUE=\"%s\"\n", _editorPropsIter->second.c_str()); // <- TODO, remove
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Buffer->PutTextIndent(Indent, "}\n\n");
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_editorPropsIter++;
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}
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return S_OK;
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}
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} // end of namespace WinterMute
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