mirror of
https://github.com/libretro/scummvm.git
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186 lines
4.8 KiB
C++
186 lines
4.8 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/base/base.h"
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#include "engines/wintermute/base/base_game.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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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////
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BaseClass::BaseClass(BaseGame *gameOwner) {
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_gameRef = gameOwner;
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_persistable = true;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseClass::BaseClass() {
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_gameRef = NULL;
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_persistable = true;
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}
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//////////////////////////////////////////////////////////////////////
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BaseClass::~BaseClass() {
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_editorProps.clear();
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}
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//////////////////////////////////////////////////////////////////////////
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Common::String BaseClass::getEditorProp(const Common::String &propName, const Common::String &initVal) {
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_editorPropsIter = _editorProps.find(propName);
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if (_editorPropsIter != _editorProps.end()) {
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return _editorPropsIter->_value.c_str();
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} else {
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return initVal;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseClass::setEditorProp(const Common::String &propName, const Common::String &propValue) {
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if (propName.size() == 0) {
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return STATUS_FAILED;
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}
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if (propValue.size() == 0) {
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_editorProps.erase(propName);
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} else {
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_editorProps[propName] = propValue;
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}
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return STATUS_OK;
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}
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TOKEN_DEF_START
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TOKEN_DEF(EDITOR_PROPERTY)
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TOKEN_DEF(NAME)
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TOKEN_DEF(VALUE)
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TOKEN_DEF_END
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//////////////////////////////////////////////////////////////////////////
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bool BaseClass::parseEditorProperty(byte *buffer, bool complete) {
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TOKEN_TABLE_START(commands)
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TOKEN_TABLE(EDITOR_PROPERTY)
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TOKEN_TABLE(NAME)
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TOKEN_TABLE(VALUE)
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TOKEN_TABLE_END
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if (!_gameRef->_editorMode) {
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return STATUS_OK;
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}
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byte *params;
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int cmd;
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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_EDITOR_PROPERTY) {
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_gameRef->LOG(0, "'EDITOR_PROPERTY' 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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char *propName = NULL;
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char *propValue = NULL;
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while ((cmd = parser.getCommand((char **)&buffer, commands, (char **)¶ms)) > 0) {
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switch (cmd) {
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case TOKEN_NAME:
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delete[] propName;
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propName = new char[strlen((char *)params) + 1];
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if (propName) {
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strcpy(propName, (char *)params);
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} else {
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cmd = PARSERR_GENERIC;
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}
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break;
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case TOKEN_VALUE:
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delete[] propValue;
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propValue = new char[strlen((char *)params) + 1];
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if (propValue) {
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strcpy(propValue, (char *)params);
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} else {
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cmd = PARSERR_GENERIC;
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}
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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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delete[] propName;
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delete[] propValue;
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propName = NULL;
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propValue = NULL;
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_gameRef->LOG(0, "Syntax error in EDITOR_PROPERTY definition");
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return STATUS_FAILED;
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}
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if (cmd == PARSERR_GENERIC || propName == NULL || propValue == NULL) {
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delete[] propName;
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delete[] propValue;
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propName = NULL;
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propValue = NULL;
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_gameRef->LOG(0, "Error loading EDITOR_PROPERTY definition");
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return STATUS_FAILED;
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}
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setEditorProp(propName, propValue);
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delete[] propName;
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delete[] propValue;
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propName = NULL;
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propValue = NULL;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseClass::saveAsText(BaseDynamicBuffer *buffer, int indent) {
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_editorPropsIter = _editorProps.begin();
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while (_editorPropsIter != _editorProps.end()) {
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buffer->putTextIndent(indent, "EDITOR_PROPERTY\n");
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buffer->putTextIndent(indent, "{\n");
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buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", _editorPropsIter->_key.c_str());
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buffer->putTextIndent(indent + 2, "VALUE=\"%s\"\n", _editorPropsIter->_value.c_str());
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buffer->putTextIndent(indent, "}\n\n");
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_editorPropsIter++;
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}
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return STATUS_OK;
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}
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} // end of namespace Wintermute
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