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authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/base.cpp
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
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WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/base.cpp')
-rw-r--r--engines/wintermute/base/base.cpp370
1 files changed, 185 insertions, 185 deletions
diff --git a/engines/wintermute/base/base.cpp b/engines/wintermute/base/base.cpp
index 11f308a522..e351792e61 100644
--- a/engines/wintermute/base/base.cpp
+++ b/engines/wintermute/base/base.cpp
@@ -1,185 +1,185 @@
-/* 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/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 {
-
-//////////////////////////////////////////////////////////////////////
-BaseClass::BaseClass(BaseGame *gameOwner) {
- _gameRef = gameOwner;
- _persistable = true;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-BaseClass::BaseClass() {
- _gameRef = NULL;
- _persistable = true;
-}
-
-
-//////////////////////////////////////////////////////////////////////
-BaseClass::~BaseClass() {
- _editorProps.clear();
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-Common::String BaseClass::getEditorProp(const Common::String &propName, const Common::String &initVal) {
- _editorPropsIter = _editorProps.find(propName);
- if (_editorPropsIter != _editorProps.end()) {
- return _editorPropsIter->_value.c_str();
- } else {
- return initVal;
- }
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseClass::setEditorProp(const Common::String &propName, const Common::String &propValue) {
- if (propName.size() == 0) {
- return STATUS_FAILED;
- }
-
- if (propValue.size() == 0) {
- _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 BaseClass::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;
- BaseParser parser;
-
- 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 BaseClass::saveAsText(BaseDynamicBuffer *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, "}\n\n");
-
- _editorPropsIter++;
- }
- return STATUS_OK;
-}
-
-} // end of namespace Wintermute
+/* 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/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 {
+
+//////////////////////////////////////////////////////////////////////
+BaseClass::BaseClass(BaseGame *gameOwner) {
+ _gameRef = gameOwner;
+ _persistable = true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BaseClass::BaseClass() {
+ _gameRef = NULL;
+ _persistable = true;
+}
+
+
+//////////////////////////////////////////////////////////////////////
+BaseClass::~BaseClass() {
+ _editorProps.clear();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+Common::String BaseClass::getEditorProp(const Common::String &propName, const Common::String &initVal) {
+ _editorPropsIter = _editorProps.find(propName);
+ if (_editorPropsIter != _editorProps.end()) {
+ return _editorPropsIter->_value.c_str();
+ } else {
+ return initVal;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseClass::setEditorProp(const Common::String &propName, const Common::String &propValue) {
+ if (propName.size() == 0) {
+ return STATUS_FAILED;
+ }
+
+ if (propValue.size() == 0) {
+ _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 BaseClass::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;
+ BaseParser parser;
+
+ 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 BaseClass::saveAsText(BaseDynamicBuffer *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, "}\n\n");
+
+ _editorPropsIter++;
+ }
+ return STATUS_OK;
+}
+
+} // end of namespace Wintermute