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authorEinar Johan Trøan Sømåen2012-07-21 18:19:07 +0200
committerEinar Johan Trøan Sømåen2012-07-21 19:15:33 +0200
commit5683f076331d2831eb4720b65bb53e8d01ca33ee (patch)
tree4357d989476643db887d5f5a95f6fd165afd0514 /engines/wintermute/base/base.cpp
parent0622b2c5b8260c0f0c01122d6fbc5e10013d1613 (diff)
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WINTERMUTE: Rename CamelCased filenames to prefixed_under_score-filenames
This is mostly a lead-up to namespacing the Ad/Base folders, and then possibly removing the prefixes from the files, it also has the added benefit of getting rid of the odd case-typos that makes for issues on platforms that don't ignore case.
Diffstat (limited to 'engines/wintermute/base/base.cpp')
-rw-r--r--engines/wintermute/base/base.cpp178
1 files changed, 178 insertions, 0 deletions
diff --git a/engines/wintermute/base/base.cpp b/engines/wintermute/base/base.cpp
new file mode 100644
index 0000000000..5fabe94312
--- /dev/null
+++ b/engines/wintermute/base/base.cpp
@@ -0,0 +1,178 @@
+/* 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/base.h"
+#include "engines/wintermute/base/base_game.h"
+#include "engines/wintermute/base/base_parser.h"
+#include "engines/wintermute/base/base_dynamic_buffer.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////
+CBBase::CBBase(CBGame *gameOwner) {
+ _gameRef = gameOwner;
+ _persistable = true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBBase::CBBase() {
+ _gameRef = 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;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBBase::setEditorProp(const char *propName, const char *propValue) {
+ if (propName == NULL) return STATUS_FAILED;
+
+ if (propValue == NULL) {
+ _editorProps.erase(propName);
+ } else {
+ _editorProps[propName] = propValue;
+ }
+ return STATUS_OK;
+}
+
+
+
+TOKEN_DEF_START
+TOKEN_DEF(EDITOR_PROPERTY)
+TOKEN_DEF(NAME)
+TOKEN_DEF(VALUE)
+TOKEN_DEF_END
+//////////////////////////////////////////////////////////////////////////
+bool CBBase::parseEditorProperty(byte *buffer, bool complete) {
+ TOKEN_TABLE_START(commands)
+ TOKEN_TABLE(EDITOR_PROPERTY)
+ TOKEN_TABLE(NAME)
+ TOKEN_TABLE(VALUE)
+ TOKEN_TABLE_END
+
+
+ if (!_gameRef->_editorMode)
+ return STATUS_OK;
+
+
+ byte *params;
+ int cmd;
+ CBParser parser(_gameRef);
+
+ if (complete) {
+ if (parser.getCommand((char **)&buffer, commands, (char **)&params) != TOKEN_EDITOR_PROPERTY) {
+ _gameRef->LOG(0, "'EDITOR_PROPERTY' keyword expected.");
+ return STATUS_FAILED;
+ }
+ 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;
+ _gameRef->LOG(0, "Syntax error in EDITOR_PROPERTY definition");
+ return STATUS_FAILED;
+ }
+ if (cmd == PARSERR_GENERIC || propName == NULL || propValue == NULL) {
+ delete[] propName;
+ delete[] propValue;
+ propName = NULL;
+ propValue = NULL;
+ _gameRef->LOG(0, "Error loading EDITOR_PROPERTY definition");
+ return STATUS_FAILED;
+ }
+
+
+ setEditorProp(propName, propValue);
+
+ delete[] propName;
+ delete[] propValue;
+ propName = NULL;
+ propValue = NULL;
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool 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 STATUS_OK;
+}
+
+} // end of namespace WinterMute