scummvm/engines/wintermute/Base/BBase.cpp
2012-07-08 19:55:35 +02:00

179 lines
5.1 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/dcgf.h"
#include "engines/wintermute/Base/BBase.h"
#include "engines/wintermute/Base/BGame.h"
#include "engines/wintermute/Base/BParser.h"
#include "engines/wintermute/Base/BDynBuffer.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////
CBBase::CBBase(CBGame *GameOwner) {
Game = GameOwner;
_persistable = true;
}
//////////////////////////////////////////////////////////////////////////
CBBase::CBBase() {
Game = NULL;
_persistable = true;
}
//////////////////////////////////////////////////////////////////////
CBBase::~CBBase() {
_editorProps.clear();
}
//////////////////////////////////////////////////////////////////////////
const char *CBBase::getEditorProp(const char *propName, const char *initVal) {
_editorPropsIter = _editorProps.find(propName);
if (_editorPropsIter != _editorProps.end())
return _editorPropsIter->_value.c_str();
//return _editorPropsIter->second.c_str(); // <- TODO Clean
else return initVal;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBBase::setEditorProp(const char *propName, const char *propValue) {
if (propName == NULL) return E_FAIL;
if (propValue == NULL) {
_editorProps.erase(propName);
} else {
_editorProps[propName] = propValue;
}
return S_OK;
}
TOKEN_DEF_START
TOKEN_DEF(EDITOR_PROPERTY)
TOKEN_DEF(NAME)
TOKEN_DEF(VALUE)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
HRESULT CBBase::parseEditorProperty(byte *buffer, bool complete) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(EDITOR_PROPERTY)
TOKEN_TABLE(NAME)
TOKEN_TABLE(VALUE)
TOKEN_TABLE_END
if (!Game->_editorMode)
return S_OK;
byte *params;
int cmd;
CBParser parser(Game);
if (complete) {
if (parser.getCommand((char **)&buffer, commands, (char **)&params) != TOKEN_EDITOR_PROPERTY) {
Game->LOG(0, "'EDITOR_PROPERTY' keyword expected.");
return E_FAIL;
}
buffer = params;
}
char *propName = NULL;
char *propValue = NULL;
while ((cmd = parser.getCommand((char **)&buffer, commands, (char **)&params)) > 0) {
switch (cmd) {
case TOKEN_NAME:
delete[] propName;
propName = new char[strlen((char *)params) + 1];
if (propName) strcpy(propName, (char *)params);
else cmd = PARSERR_GENERIC;
break;
case TOKEN_VALUE:
delete[] propValue;
propValue = new char[strlen((char *)params) + 1];
if (propValue) strcpy(propValue, (char *)params);
else cmd = PARSERR_GENERIC;
break;
}
}
if (cmd == PARSERR_TOKENNOTFOUND) {
delete[] propName;
delete[] propValue;
propName = NULL;
propValue = NULL;
Game->LOG(0, "Syntax error in EDITOR_PROPERTY definition");
return E_FAIL;
}
if (cmd == PARSERR_GENERIC || propName == NULL || propValue == NULL) {
delete[] propName;
delete[] propValue;
propName = NULL;
propValue = NULL;
Game->LOG(0, "Error loading EDITOR_PROPERTY definition");
return E_FAIL;
}
setEditorProp(propName, propValue);
delete[] propName;
delete[] propValue;
propName = NULL;
propValue = NULL;
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBBase::saveAsText(CBDynBuffer *buffer, int indent) {
_editorPropsIter = _editorProps.begin();
while (_editorPropsIter != _editorProps.end()) {
buffer->putTextIndent(indent, "EDITOR_PROPERTY\n");
buffer->putTextIndent(indent, "{\n");
buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", _editorPropsIter->_key.c_str());
buffer->putTextIndent(indent + 2, "VALUE=\"%s\"\n", _editorPropsIter->_value.c_str());
//buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", (char *)_editorPropsIter->first.c_str()); // <- TODO, remove
//buffer->putTextIndent(indent + 2, "VALUE=\"%s\"\n", _editorPropsIter->second.c_str()); // <- TODO, remove
buffer->putTextIndent(indent, "}\n\n");
_editorPropsIter++;
}
return S_OK;
}
} // end of namespace WinterMute