scummvm/engines/agi/wagparser.h
2010-03-22 20:28:08 +00:00

291 lines
9.1 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 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.
*
* $URL$
* $Id$
*
*/
namespace Agi {
/**
* WagProperty represents a single property from WinAGI's *.wag file.
* A property consists of a header and of data.
* The header consists of the following:
* - Property code (Integer/Enumeration, 1 byte)
* - Property type (Integer/Enumeration, 1 byte)
* - Property number (Integer, 1 byte)
* - Property size (Little endian integer, 2 bytes)
* And then there's the data with as many bytes as defined in the header's property size variable.
*/
class WagProperty {
// Constants, enumerations etc
public:
/**
* Property codes taken from WinAGI 1.1.21's source code file WinAGI/AGIObjects.bas.
*/
enum WagPropertyCode {
PC_GAMEDESC = 129, ///< Game description (WinAGI 1.1.21 limits these to 4096 bytes)
PC_GAMEAUTHOR, ///< Game author (WinAGI 1.1.21 limits these to 256 bytes)
PC_GAMEID, ///< Game ID
PC_INTVERSION, ///< Interpreter version (WinAGI 1.1.21 defaults to version 2.917)
PC_GAMELAST, ///< Last edit date
PC_GAMEVERSION, ///< Game version (WinAGI 1.1.21 limits these to 256 bytes)
PC_GAMEABOUT, ///< About game (WinAGI 1.1.21 limits these to 4096 bytes)
PC_GAMEEXEC, ///< Game executable
PC_RESDIR, ///< Resource directory name
PC_DEFSYNTAX, ///< Default syntax
PC_INVOBJDESC = 144,
PC_VOCABWORDDESC = 160,
PC_PALETTE = 172,
PC_USERESNAMES = 180,
PC_LOGIC = 192,
PC_PICTURE = 208,
PC_SOUND = 224,
PC_VIEW = 240,
PC_UNDEFINED = 0x100 ///< An undefined property code (Added for ScummVM).
};
/**
* Property types taken from WinAGI 1.1.21's source code file WinAGI/AGIObjects.bas.
* At the moment these aren't really at all needed by ScummVM. Just here if anyone decides to use them.
*/
enum WagPropertyType {
PT_ID,
PT_DESC,
PT_SYNTAX,
PT_CRC32,
PT_KEY,
PT_INST0,
PT_INST1,
PT_INST2,
PT_MUTE0,
PT_MUTE1,
PT_MUTE2,
PT_MUTE3,
PT_TPQN,
PT_ROOM,
PT_VIS0,
PT_VIS1,
PT_VIS2,
PT_VIS3,
PT_ALL = 0xff,
PT_UNDEFINED = 0x100 ///< An undefined property type (Added for ScummVM).
};
// Constructors, destructors, operators etc
public:
/**
* Creates an empty WagProperty object.
* No property header or property data in it.
*/
WagProperty();
/**
* Destructor. Releases allocated memory if any etc. The usual.
*/
~WagProperty();
/**
* Copy constructor. Deep copies the variables.
*/
WagProperty(const WagProperty &other);
/**
* Assignment operator. Deep copies the variables.
*/
WagProperty &operator=(const WagProperty &other);
// Non-public helper methods
protected:
/**
* Sets the default values for member variables.
*/
void setDefaults();
/**
* Delete's the property's data from memory if we have it, otherwise does nothing.
*/
void deleteData();
/**
* Deep copies the parameter object to this object.
* @param other The object to be deep copied to this object.
*/
void deepCopy(const WagProperty &other);
// Public methods that have side-effects
public:
/**
* Read in a property (Header and data).
* @return True if reading was a success, false otherwise.
*/
bool read(Common::SeekableReadStream &stream);
/**
* Clears the property.
* After this the property is empty. No header or data.
*/
void clear();
// Public access functions
public:
/**
* Was the property read ok from the source stream?
*/
bool readOk() const { return _readOk; }
/**
* Return the property's code.
* @return The property's code if readOk(), PC_UNDEFINED otherwise.
*/
enum WagPropertyCode getCode() const { return _propCode; }
/**
* Return the property's type.
* @return The property's type if readOk(), PT_UNDEFINED otherwise.
*/
enum WagPropertyType getType() const { return _propType; }
/**
* Return the property's number.
* @return The property's number if readOk(), 0 otherwise.
*/
byte getNumber() const { return _propNum; }
/**
* Return the property's data's length.
* @return The property's data's length if readOk(), 0 otherwise.
*/
uint16 getSize() const { return _propSize; }
/**
* Return property's data. Constant access version.
* Can be used as a C-style string (i.e. this is guaranteed to have a trailing zero).
* @return The property's data if readOk(), NULL otherwise.
*/
const char *getData() const { return _propData; }
// Member variables
protected:
bool _readOk; ///< Was the property read ok from the source stream?
enum WagPropertyCode _propCode; ///< Property code (Part of the property's header)
enum WagPropertyType _propType; ///< Property type (Part of the property's header)
byte _propNum; ///< Property number (Part of the property's header)
uint16 _propSize; ///< Property's size (Part of the property's header)
char *_propData; ///< The property's data (Plus a trailing zero for C-style string access)
};
/**
* Class for parsing *.wag files created by WinAGI.
* Using this class you can get information about fanmade AGI games if they have provided a *.wag file with them.
*/
class WagFileParser {
// Constants, type definitions, enumerations etc.
public:
enum {
WINAGI_VERSION_LENGTH = 16 ///< WinAGI's version string's length (Always 16)
};
typedef Common::Array<WagProperty> PropertyList; ///< A type definition for an array of *.wag file properties
public:
/**
* Constructor. Creates a WagFileParser object in a default state.
*/
WagFileParser();
/**
* Destructor.
*/
~WagFileParser();
/**
* Loads a *.wag file and parses it.
* @note After this you can access the loaded properties using getProperty() and getProperties() etc.
* @param filename Name of the file to be parsed.
* @return True if parsed successfully, false otherwise.
*/
bool parse(const Common::FSNode &node);
/**
* Get list of the loaded properties.
* @note Use only after a call to parse() first.
* @return The list of loaded properties.
*/
const PropertyList &getProperties() const { return _propList; }
/**
* Get property with the given property code.
* @note Use only after a call to parse() first.
* @return Pointer to the property if its found in memory, NULL otherwise.
*
* TODO/FIXME: Handle cases where several properties with the given property code are found.
* At the moment we don't need this functionality because the properties we use
* for fallback detection probably don't have multiples in the WAG-file.
* TODO: Make this faster than linear time if desired/needed.
*/
const WagProperty *getProperty(const WagProperty::WagPropertyCode code) const;
/**
* Tests if the given property contains a valid AGI interpreter version string.
* A valid AGI interpreter version string is of the form "X.Y" or "X,Y" where
* X is a single decimal digit and Y is a string of decimal digits (At least one digit).
* @param version The property to be tested.
* @return True if the given property contains a valid AGI interpreter version string, false otherwise.
*/
bool checkAgiVersionProperty(const WagProperty &version) const;
/**
* Convert property's data to an AGI interpreter version number.
* @param version The property to be converted (Property code should be PC_INTVERSION).
* @return AGI interpreter version number if successful, 0 otherwise.
*/
uint16 convertToAgiVersionNumber(const WagProperty &version);
/**
* Was the file parsed successfully?
* @return True if file was parsed successfully, false otherwise.
*/
bool parsedOk() const { return _parsedOk; }
protected:
/**
* Checks if stream has a valid WinAGI version string in its end.
* @param stream The stream to be checked.
* @return True if reading was successful and stream contains a valid WinAGI version string, false otherwise.
*/
bool checkWagVersion(Common::SeekableReadStream &stream);
/**
* Checks if we're at or past the end of the properties stored in the stream.
* @param stream The stream whose seeking position is to be checked.
* @return True if stream's seeking position is at or past the end of the properties, false otherwise.
*/
bool endOfProperties(const Common::SeekableReadStream &stream) const;
// Member variables
protected:
PropertyList _propList; ///< List of loaded properties from the file.
bool _parsedOk; ///< Did the parsing of the file go ok?
};
} // End of namespace Agi