137 lines
3.5 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef STARK_FORMATS_BIFF_H
#define STARK_FORMATS_BIFF_H
#include "common/array.h"
#include "common/scummsys.h"
namespace Stark {
class ArchiveReadStream;
namespace Formats {
class BiffObject;
/**
* A tree-style container for BiffObjects
*
* Users of this class must provide a factory method for the BiffObject subclasses
* contained in the archive. This class can only read the archive's structure
* and not specific object types.
*/
class BiffArchive {
public:
typedef BiffObject *(*ObjectBuilder)(uint32 type);
BiffArchive(ArchiveReadStream *stream, ObjectBuilder objectBuilder);
~BiffArchive();
/** List the objects at the root level of the archive */
Common::Array<BiffObject *> listObjects();
/** List objects recursively matching the template parameter type */
template<class T>
Common::Array<T *> listObjectsRecursive();
private:
void read(ArchiveReadStream *stream);
BiffObject *readObject(ArchiveReadStream *stream, BiffObject *parent);
ObjectBuilder _objectBuilder;
uint32 _version;
Common::Array<BiffObject *> _rootObjects;
};
/**
* An object which can be read from a BiffArchive
*
* Each object has a list of children objects, resulting in a tree structure
*/
class BiffObject {
public:
BiffObject();
virtual ~BiffObject();
/**
* Used to read the object data from the stream
*/
virtual void readData(ArchiveReadStream *stream, uint32 dataLength) = 0;
/** Get the object type */
uint32 getType() const;
/** List children recursively matching the template parameter type */
template<class T>
Common::Array<T *> listChildrenRecursive();
/** Add an object to the children list */
void addChild(BiffObject *child);
protected:
uint32 _type;
uint32 _u3;
uint32 _version;
BiffObject *_parent;
Common::Array<BiffObject *> _children;
friend class BiffArchive;
};
template<class T>
Common::Array<T *> BiffArchive::listObjectsRecursive() {
Common::Array<BiffObject *> objects = listObjects();
Common::Array<T *> array;
for (uint i = 0; i < objects.size(); i++) {
array.push_back(objects[i]->listChildrenRecursive<T>());
}
return array;
}
template<class T>
Common::Array<T *> BiffObject::listChildrenRecursive() {
Common::Array<T *> list;
for (uint i = 0; i < _children.size(); i++) {
if (_children[i]->getType() == T::TYPE) {
// Found a matching child
list.push_back(static_cast<T *>(_children[i]));
}
// Look for matching resources in the child's children
list.push_back(_children[i]->listChildrenRecursive<T>());
}
return list;
}
} // End of namespace Formats
} // End of namespace Stark
#endif // STARK_FORMATS_BIFF_H