scummvm/engines/wintermute/ui/ui_entity.cpp
2013-01-26 18:07:07 +01:00

367 lines
9.4 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/ad/ad_entity.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/ui/ui_entity.h"
#include "engines/wintermute/base/base_parser.h"
#include "engines/wintermute/base/base_dynamic_buffer.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/base/scriptables/script.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(UIEntity, false)
//////////////////////////////////////////////////////////////////////////
UIEntity::UIEntity(BaseGame *inGame) : UIObject(inGame) {
_type = UI_CUSTOM;
_entity = nullptr;
}
//////////////////////////////////////////////////////////////////////////
UIEntity::~UIEntity() {
if (_entity) {
_gameRef->unregisterObject(_entity);
}
_entity = nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool UIEntity::loadFile(const char *filename) {
byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename);
if (buffer == nullptr) {
_gameRef->LOG(0, "UIEntity::LoadFile failed for file '%s'", filename);
return STATUS_FAILED;
}
bool ret;
setFilename(filename);
if (DID_FAIL(ret = loadBuffer(buffer, true))) {
_gameRef->LOG(0, "Error parsing ENTITY container file '%s'", filename);
}
delete[] buffer;
return ret;
}
TOKEN_DEF_START
TOKEN_DEF(ENTITY_CONTAINER)
TOKEN_DEF(TEMPLATE)
TOKEN_DEF(DISABLED)
TOKEN_DEF(VISIBLE)
TOKEN_DEF(X)
TOKEN_DEF(Y)
TOKEN_DEF(NAME)
TOKEN_DEF(ENTITY)
TOKEN_DEF(SCRIPT)
TOKEN_DEF(EDITOR_PROPERTY)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
bool UIEntity::loadBuffer(byte *buffer, bool complete) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(ENTITY_CONTAINER)
TOKEN_TABLE(TEMPLATE)
TOKEN_TABLE(DISABLED)
TOKEN_TABLE(VISIBLE)
TOKEN_TABLE(X)
TOKEN_TABLE(Y)
TOKEN_TABLE(NAME)
TOKEN_TABLE(ENTITY)
TOKEN_TABLE(SCRIPT)
TOKEN_TABLE(EDITOR_PROPERTY)
TOKEN_TABLE_END
byte *params;
int cmd = 2;
BaseParser parser;
if (complete) {
if (parser.getCommand((char **)&buffer, commands, (char **)&params) != TOKEN_ENTITY_CONTAINER) {
_gameRef->LOG(0, "'ENTITY_CONTAINER' keyword expected.");
return STATUS_FAILED;
}
buffer = params;
}
while (cmd > 0 && (cmd = parser.getCommand((char **)&buffer, commands, (char **)&params)) > 0) {
switch (cmd) {
case TOKEN_TEMPLATE:
if (DID_FAIL(loadFile((char *)params))) {
cmd = PARSERR_GENERIC;
}
break;
case TOKEN_NAME:
setName((char *)params);
break;
case TOKEN_X:
parser.scanStr((char *)params, "%d", &_posX);
break;
case TOKEN_Y:
parser.scanStr((char *)params, "%d", &_posY);
break;
case TOKEN_DISABLED:
parser.scanStr((char *)params, "%b", &_disable);
break;
case TOKEN_VISIBLE:
parser.scanStr((char *)params, "%b", &_visible);
break;
case TOKEN_ENTITY:
if (DID_FAIL(setEntity((char *)params))) {
cmd = PARSERR_GENERIC;
}
break;
case TOKEN_SCRIPT:
addScript((char *)params);
break;
case TOKEN_EDITOR_PROPERTY:
parseEditorProperty(params, false);
break;
}
}
if (cmd == PARSERR_TOKENNOTFOUND) {
_gameRef->LOG(0, "Syntax error in ENTITY_CONTAINER definition");
return STATUS_FAILED;
}
if (cmd == PARSERR_GENERIC) {
_gameRef->LOG(0, "Error loading ENTITY_CONTAINER definition");
return STATUS_FAILED;
}
correctSize();
if (_gameRef->_editorMode) {
_width = 50;
_height = 50;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool UIEntity::saveAsText(BaseDynamicBuffer *buffer, int indent) {
buffer->putTextIndent(indent, "ENTITY_CONTAINER\n");
buffer->putTextIndent(indent, "{\n");
buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", getName());
buffer->putTextIndent(indent + 2, "\n");
buffer->putTextIndent(indent + 2, "X=%d\n", _posX);
buffer->putTextIndent(indent + 2, "Y=%d\n", _posY);
buffer->putTextIndent(indent + 2, "DISABLED=%s\n", _disable ? "TRUE" : "FALSE");
buffer->putTextIndent(indent + 2, "VISIBLE=%s\n", _visible ? "TRUE" : "FALSE");
if (_entity && _entity->getFilename()) {
buffer->putTextIndent(indent + 2, "ENTITY=\"%s\"\n", _entity->getFilename());
}
buffer->putTextIndent(indent + 2, "\n");
// scripts
for (uint32 i = 0; i < _scripts.size(); i++) {
buffer->putTextIndent(indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename);
}
buffer->putTextIndent(indent + 2, "\n");
// editor properties
BaseClass::saveAsText(buffer, indent + 2);
buffer->putTextIndent(indent, "}\n");
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool UIEntity::setEntity(const char *filename) {
if (_entity) {
_gameRef->unregisterObject(_entity);
}
_entity = new AdEntity(_gameRef);
if (!_entity || DID_FAIL(_entity->loadFile(filename))) {
delete _entity;
_entity = nullptr;
return STATUS_FAILED;
} else {
_entity->_nonIntMouseEvents = true;
_entity->_sceneIndependent = true;
_entity->makeFreezable(false);
_gameRef->registerObject(_entity);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool UIEntity::display(int offsetX, int offsetY) {
if (!_visible) {
return STATUS_OK;
}
if (_entity) {
_entity->_posX = offsetX + _posX;
_entity->_posY = offsetY + _posY;
if (_entity->_scale < 0) {
_entity->_zoomable = false;
}
_entity->_shadowable = false;
_entity->update();
bool origReg = _entity->_registrable;
if (_entity->_registrable && _disable) {
_entity->_registrable = false;
}
_entity->display();
_entity->_registrable = origReg;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// high level scripting interface
//////////////////////////////////////////////////////////////////////////
bool UIEntity::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
//////////////////////////////////////////////////////////////////////////
// GetEntity
//////////////////////////////////////////////////////////////////////////
if (strcmp(name, "GetEntity") == 0) {
stack->correctParams(0);
if (_entity) {
stack->pushNative(_entity, true);
} else {
stack->pushNULL();
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// SetEntity
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "SetEntity") == 0) {
stack->correctParams(1);
const char *filename = stack->pop()->getString();
if (DID_SUCCEED(setEntity(filename))) {
stack->pushBool(true);
} else {
stack->pushBool(false);
}
return STATUS_OK;
} else {
return UIObject::scCallMethod(script, stack, thisStack, name);
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *UIEntity::scGetProperty(const Common::String &name) {
_scValue->setNULL();
//////////////////////////////////////////////////////////////////////////
// Type
//////////////////////////////////////////////////////////////////////////
if (name == "Type") {
_scValue->setString("entity container");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// Freezable
//////////////////////////////////////////////////////////////////////////
else if (name == "Freezable") {
if (_entity) {
_scValue->setBool(_entity->_freezable);
} else {
_scValue->setBool(false);
}
return _scValue;
} else {
return UIObject::scGetProperty(name);
}
}
//////////////////////////////////////////////////////////////////////////
bool UIEntity::scSetProperty(const char *name, ScValue *value) {
//////////////////////////////////////////////////////////////////////////
// Freezable
//////////////////////////////////////////////////////////////////////////
if (strcmp(name, "Freezable") == 0) {
if (_entity) {
_entity->makeFreezable(value->getBool());
}
return STATUS_OK;
} else {
return UIObject::scSetProperty(name, value);
}
}
//////////////////////////////////////////////////////////////////////////
const char *UIEntity::scToString() {
return "[entity container]";
}
//////////////////////////////////////////////////////////////////////////
bool UIEntity::persist(BasePersistenceManager *persistMgr) {
UIObject::persist(persistMgr);
persistMgr->transfer(TMEMBER(_entity));
return STATUS_OK;
}
} // end of namespace Wintermute