mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
367 lines
9.4 KiB
C++
367 lines
9.4 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/ad/ad_entity.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/base_file_manager.h"
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#include "engines/wintermute/ui/ui_entity.h"
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#include "engines/wintermute/base/base_parser.h"
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#include "engines/wintermute/base/base_dynamic_buffer.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/base/scriptables/script.h"
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#include "engines/wintermute/base/scriptables/script_stack.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(UIEntity, false)
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//////////////////////////////////////////////////////////////////////////
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UIEntity::UIEntity(BaseGame *inGame) : UIObject(inGame) {
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_type = UI_CUSTOM;
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_entity = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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UIEntity::~UIEntity() {
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if (_entity) {
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_gameRef->unregisterObject(_entity);
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}
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_entity = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::loadFile(const char *filename) {
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byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename);
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if (buffer == nullptr) {
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_gameRef->LOG(0, "UIEntity::LoadFile failed for file '%s'", filename);
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return STATUS_FAILED;
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}
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bool ret;
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setFilename(filename);
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if (DID_FAIL(ret = loadBuffer(buffer, true))) {
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_gameRef->LOG(0, "Error parsing ENTITY container file '%s'", filename);
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}
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delete[] buffer;
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return ret;
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}
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TOKEN_DEF_START
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TOKEN_DEF(ENTITY_CONTAINER)
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TOKEN_DEF(TEMPLATE)
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TOKEN_DEF(DISABLED)
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TOKEN_DEF(VISIBLE)
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TOKEN_DEF(X)
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TOKEN_DEF(Y)
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TOKEN_DEF(NAME)
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TOKEN_DEF(ENTITY)
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TOKEN_DEF(SCRIPT)
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TOKEN_DEF(EDITOR_PROPERTY)
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TOKEN_DEF_END
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::loadBuffer(byte *buffer, bool complete) {
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TOKEN_TABLE_START(commands)
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TOKEN_TABLE(ENTITY_CONTAINER)
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TOKEN_TABLE(TEMPLATE)
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TOKEN_TABLE(DISABLED)
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TOKEN_TABLE(VISIBLE)
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TOKEN_TABLE(X)
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TOKEN_TABLE(Y)
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TOKEN_TABLE(NAME)
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TOKEN_TABLE(ENTITY)
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TOKEN_TABLE(SCRIPT)
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TOKEN_TABLE(EDITOR_PROPERTY)
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TOKEN_TABLE_END
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byte *params;
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int cmd = 2;
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BaseParser parser;
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if (complete) {
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if (parser.getCommand((char **)&buffer, commands, (char **)¶ms) != TOKEN_ENTITY_CONTAINER) {
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_gameRef->LOG(0, "'ENTITY_CONTAINER' keyword expected.");
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return STATUS_FAILED;
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}
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buffer = params;
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}
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while (cmd > 0 && (cmd = parser.getCommand((char **)&buffer, commands, (char **)¶ms)) > 0) {
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switch (cmd) {
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case TOKEN_TEMPLATE:
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if (DID_FAIL(loadFile((char *)params))) {
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cmd = PARSERR_GENERIC;
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}
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break;
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case TOKEN_NAME:
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setName((char *)params);
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break;
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case TOKEN_X:
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parser.scanStr((char *)params, "%d", &_posX);
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break;
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case TOKEN_Y:
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parser.scanStr((char *)params, "%d", &_posY);
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break;
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case TOKEN_DISABLED:
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parser.scanStr((char *)params, "%b", &_disable);
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break;
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case TOKEN_VISIBLE:
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parser.scanStr((char *)params, "%b", &_visible);
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break;
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case TOKEN_ENTITY:
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if (DID_FAIL(setEntity((char *)params))) {
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cmd = PARSERR_GENERIC;
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}
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break;
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case TOKEN_SCRIPT:
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addScript((char *)params);
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break;
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case TOKEN_EDITOR_PROPERTY:
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parseEditorProperty(params, false);
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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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_gameRef->LOG(0, "Syntax error in ENTITY_CONTAINER definition");
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return STATUS_FAILED;
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}
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if (cmd == PARSERR_GENERIC) {
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_gameRef->LOG(0, "Error loading ENTITY_CONTAINER definition");
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return STATUS_FAILED;
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}
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correctSize();
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if (_gameRef->_editorMode) {
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_width = 50;
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_height = 50;
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::saveAsText(BaseDynamicBuffer *buffer, int indent) {
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buffer->putTextIndent(indent, "ENTITY_CONTAINER\n");
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buffer->putTextIndent(indent, "{\n");
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buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", getName());
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buffer->putTextIndent(indent + 2, "\n");
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buffer->putTextIndent(indent + 2, "X=%d\n", _posX);
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buffer->putTextIndent(indent + 2, "Y=%d\n", _posY);
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buffer->putTextIndent(indent + 2, "DISABLED=%s\n", _disable ? "TRUE" : "FALSE");
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buffer->putTextIndent(indent + 2, "VISIBLE=%s\n", _visible ? "TRUE" : "FALSE");
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if (_entity && _entity->getFilename()) {
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buffer->putTextIndent(indent + 2, "ENTITY=\"%s\"\n", _entity->getFilename());
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}
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buffer->putTextIndent(indent + 2, "\n");
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// scripts
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for (uint32 i = 0; i < _scripts.size(); i++) {
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buffer->putTextIndent(indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename);
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}
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buffer->putTextIndent(indent + 2, "\n");
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// editor properties
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BaseClass::saveAsText(buffer, indent + 2);
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buffer->putTextIndent(indent, "}\n");
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::setEntity(const char *filename) {
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if (_entity) {
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_gameRef->unregisterObject(_entity);
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}
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_entity = new AdEntity(_gameRef);
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if (!_entity || DID_FAIL(_entity->loadFile(filename))) {
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delete _entity;
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_entity = nullptr;
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return STATUS_FAILED;
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} else {
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_entity->_nonIntMouseEvents = true;
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_entity->_sceneIndependent = true;
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_entity->makeFreezable(false);
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_gameRef->registerObject(_entity);
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::display(int offsetX, int offsetY) {
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if (!_visible) {
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return STATUS_OK;
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}
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if (_entity) {
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_entity->_posX = offsetX + _posX;
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_entity->_posY = offsetY + _posY;
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if (_entity->_scale < 0) {
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_entity->_zoomable = false;
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}
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_entity->_shadowable = false;
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_entity->update();
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bool origReg = _entity->_registrable;
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if (_entity->_registrable && _disable) {
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_entity->_registrable = false;
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}
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_entity->display();
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_entity->_registrable = origReg;
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// high level scripting interface
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
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//////////////////////////////////////////////////////////////////////////
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// GetEntity
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "GetEntity") == 0) {
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stack->correctParams(0);
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if (_entity) {
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stack->pushNative(_entity, true);
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} else {
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stack->pushNULL();
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// SetEntity
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "SetEntity") == 0) {
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stack->correctParams(1);
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const char *filename = stack->pop()->getString();
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if (DID_SUCCEED(setEntity(filename))) {
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stack->pushBool(true);
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} else {
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stack->pushBool(false);
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}
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return STATUS_OK;
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} else {
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return UIObject::scCallMethod(script, stack, thisStack, name);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *UIEntity::scGetProperty(const Common::String &name) {
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_scValue->setNULL();
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//////////////////////////////////////////////////////////////////////////
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// Type
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//////////////////////////////////////////////////////////////////////////
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if (name == "Type") {
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_scValue->setString("entity container");
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// Freezable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "Freezable") {
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if (_entity) {
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_scValue->setBool(_entity->_freezable);
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} else {
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_scValue->setBool(false);
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}
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return _scValue;
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} else {
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return UIObject::scGetProperty(name);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::scSetProperty(const char *name, ScValue *value) {
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//////////////////////////////////////////////////////////////////////////
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// Freezable
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Freezable") == 0) {
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if (_entity) {
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_entity->makeFreezable(value->getBool());
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}
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return STATUS_OK;
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} else {
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return UIObject::scSetProperty(name, value);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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const char *UIEntity::scToString() {
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return "[entity container]";
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}
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//////////////////////////////////////////////////////////////////////////
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bool UIEntity::persist(BasePersistenceManager *persistMgr) {
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UIObject::persist(persistMgr);
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persistMgr->transfer(TMEMBER(_entity));
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return STATUS_OK;
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}
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} // end of namespace Wintermute
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