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-rw-r--r--engines/wintermute/AdLayer.cpp535
1 files changed, 535 insertions, 0 deletions
diff --git a/engines/wintermute/AdLayer.cpp b/engines/wintermute/AdLayer.cpp
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+++ b/engines/wintermute/AdLayer.cpp
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+/* 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 "dcgf.h"
+#include "BGame.h"
+#include "AdLayer.h"
+#include "AdSceneNode.h"
+#include "BParser.h"
+#include "BDynBuffer.h"
+#include "ScValue.h"
+#include "ScScript.h"
+#include "ScStack.h"
+#include "BFileManager.h"
+#include "PlatformSDL.h"
+#include "common/str.h"
+
+namespace WinterMute {
+
+IMPLEMENT_PERSISTENT(CAdLayer, false)
+
+//////////////////////////////////////////////////////////////////////////
+CAdLayer::CAdLayer(CBGame *inGame): CBObject(inGame) {
+ m_Main = false;
+ m_Width = m_Height = 0;
+ m_Active = true;
+ m_CloseUp = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CAdLayer::~CAdLayer() {
+ for (int i = 0; i < m_Nodes.GetSize(); i++)
+ delete m_Nodes[i];
+ m_Nodes.RemoveAll();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdLayer::LoadFile(char *Filename) {
+ byte *Buffer = Game->m_FileManager->ReadWholeFile(Filename);
+ if (Buffer == NULL) {
+ Game->LOG(0, "CAdLayer::LoadFile failed for file '%s'", Filename);
+ return E_FAIL;
+ }
+
+ HRESULT ret;
+
+ m_Filename = new char [strlen(Filename) + 1];
+ strcpy(m_Filename, Filename);
+
+ if (FAILED(ret = LoadBuffer(Buffer, true))) Game->LOG(0, "Error parsing LAYER file '%s'", Filename);
+
+
+ delete [] Buffer;
+
+ return ret;
+}
+
+
+TOKEN_DEF_START
+TOKEN_DEF(LAYER)
+TOKEN_DEF(TEMPLATE)
+TOKEN_DEF(NAME)
+TOKEN_DEF(WIDTH)
+TOKEN_DEF(HEIGHT)
+TOKEN_DEF(MAIN)
+TOKEN_DEF(ENTITY)
+TOKEN_DEF(REGION)
+TOKEN_DEF(ACTIVE)
+TOKEN_DEF(EDITOR_SELECTED)
+TOKEN_DEF(SCRIPT)
+TOKEN_DEF(CAPTION)
+TOKEN_DEF(PROPERTY)
+TOKEN_DEF(CLOSE_UP)
+TOKEN_DEF(EDITOR_PROPERTY)
+TOKEN_DEF_END
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdLayer::LoadBuffer(byte *Buffer, bool Complete) {
+ TOKEN_TABLE_START(commands)
+ TOKEN_TABLE(LAYER)
+ TOKEN_TABLE(TEMPLATE)
+ TOKEN_TABLE(NAME)
+ TOKEN_TABLE(WIDTH)
+ TOKEN_TABLE(HEIGHT)
+ TOKEN_TABLE(MAIN)
+ TOKEN_TABLE(ENTITY)
+ TOKEN_TABLE(REGION)
+ TOKEN_TABLE(ACTIVE)
+ TOKEN_TABLE(EDITOR_SELECTED)
+ TOKEN_TABLE(SCRIPT)
+ TOKEN_TABLE(CAPTION)
+ TOKEN_TABLE(PROPERTY)
+ TOKEN_TABLE(CLOSE_UP)
+ TOKEN_TABLE(EDITOR_PROPERTY)
+ TOKEN_TABLE_END
+
+ byte *params;
+ int cmd;
+ CBParser parser(Game);
+
+ if (Complete) {
+ if (parser.GetCommand((char **)&Buffer, commands, (char **)&params) != TOKEN_LAYER) {
+ Game->LOG(0, "'LAYER' keyword expected.");
+ return E_FAIL;
+ }
+ Buffer = params;
+ }
+
+ while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)&params)) > 0) {
+ switch (cmd) {
+ case TOKEN_TEMPLATE:
+ if (FAILED(LoadFile((char *)params))) cmd = PARSERR_GENERIC;
+ break;
+
+ case TOKEN_NAME:
+ SetName((char *)params);
+ break;
+
+ case TOKEN_CAPTION:
+ SetCaption((char *)params);
+ break;
+
+ case TOKEN_MAIN:
+ parser.ScanStr((char *)params, "%b", &m_Main);
+ break;
+
+ case TOKEN_CLOSE_UP:
+ parser.ScanStr((char *)params, "%b", &m_CloseUp);
+ break;
+
+ case TOKEN_WIDTH:
+ parser.ScanStr((char *)params, "%d", &m_Width);
+ break;
+
+ case TOKEN_HEIGHT:
+ parser.ScanStr((char *)params, "%d", &m_Height);
+ break;
+
+ case TOKEN_ACTIVE:
+ parser.ScanStr((char *)params, "%b", &m_Active);
+ break;
+
+ case TOKEN_REGION: {
+ CAdRegion *region = new CAdRegion(Game);
+ CAdSceneNode *node = new CAdSceneNode(Game);
+ if (!region || !node || FAILED(region->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ delete region;
+ delete node;
+ region = NULL;
+ node = NULL;
+ } else {
+ node->SetRegion(region);
+ m_Nodes.Add(node);
+ }
+ }
+ break;
+
+ case TOKEN_ENTITY: {
+ CAdEntity *entity = new CAdEntity(Game);
+ CAdSceneNode *node = new CAdSceneNode(Game);
+ if (entity) entity->m_Zoomable = false; // scene entites default to NOT zoom
+ if (!entity || !node || FAILED(entity->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ delete entity;
+ delete node;
+ entity = NULL;
+ node = NULL;
+ } else {
+ node->SetEntity(entity);
+ m_Nodes.Add(node);
+ }
+ }
+ break;
+
+ case TOKEN_EDITOR_SELECTED:
+ parser.ScanStr((char *)params, "%b", &m_EditorSelected);
+ break;
+
+ case TOKEN_SCRIPT:
+ AddScript((char *)params);
+ break;
+
+ case TOKEN_PROPERTY:
+ ParseProperty(params, false);
+ break;
+
+ case TOKEN_EDITOR_PROPERTY:
+ ParseEditorProperty(params, false);
+ break;
+ }
+ }
+ if (cmd == PARSERR_TOKENNOTFOUND) {
+ Game->LOG(0, "Syntax error in LAYER definition");
+ return E_FAIL;
+ }
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+// high level scripting interface
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdLayer::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name) {
+ //////////////////////////////////////////////////////////////////////////
+ // GetNode
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "GetNode") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *val = Stack->Pop();
+ int node = -1;
+
+ if (val->m_Type == VAL_INT) node = val->GetInt();
+ else { // get by name
+ for (int i = 0; i < m_Nodes.GetSize(); i++) {
+ if ((m_Nodes[i]->m_Type == OBJECT_ENTITY && scumm_stricmp(m_Nodes[i]->m_Entity->m_Name, val->GetString()) == 0) ||
+ (m_Nodes[i]->m_Type == OBJECT_REGION && scumm_stricmp(m_Nodes[i]->m_Region->m_Name, val->GetString()) == 0)) {
+ node = i;
+ break;
+ }
+ }
+ }
+
+ if (node < 0 || node >= m_Nodes.GetSize()) Stack->PushNULL();
+ else {
+ switch (m_Nodes[node]->m_Type) {
+ case OBJECT_ENTITY:
+ Stack->PushNative(m_Nodes[node]->m_Entity, true);
+ break;
+ case OBJECT_REGION:
+ Stack->PushNative(m_Nodes[node]->m_Region, true);
+ break;
+ default:
+ Stack->PushNULL();
+ }
+ }
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // AddRegion / AddEntity
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "AddRegion") == 0 || strcmp(Name, "AddEntity") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *Val = Stack->Pop();
+
+ CAdSceneNode *Node = new CAdSceneNode(Game);
+ if (strcmp(Name, "AddRegion") == 0) {
+ CAdRegion *Region = new CAdRegion(Game);
+ if (!Val->IsNULL()) Region->SetName(Val->GetString());
+ Node->SetRegion(Region);
+ Stack->PushNative(Region, true);
+ } else {
+ CAdEntity *Entity = new CAdEntity(Game);
+ if (!Val->IsNULL()) Entity->SetName(Val->GetString());
+ Node->SetEntity(Entity);
+ Stack->PushNative(Entity, true);
+ }
+ m_Nodes.Add(Node);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // InsertRegion / InsertEntity
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "InsertRegion") == 0 || strcmp(Name, "InsertEntity") == 0) {
+ Stack->CorrectParams(2);
+ int Index = Stack->Pop()->GetInt();
+ CScValue *Val = Stack->Pop();
+
+ CAdSceneNode *Node = new CAdSceneNode(Game);
+ if (strcmp(Name, "InsertRegion") == 0) {
+ CAdRegion *Region = new CAdRegion(Game);
+ if (!Val->IsNULL()) Region->SetName(Val->GetString());
+ Node->SetRegion(Region);
+ Stack->PushNative(Region, true);
+ } else {
+ CAdEntity *Entity = new CAdEntity(Game);
+ if (!Val->IsNULL()) Entity->SetName(Val->GetString());
+ Node->SetEntity(Entity);
+ Stack->PushNative(Entity, true);
+ }
+ if (Index < 0) Index = 0;
+ if (Index <= m_Nodes.GetSize() - 1) m_Nodes.InsertAt(Index, Node);
+ else m_Nodes.Add(Node);
+
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // DeleteNode
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "DeleteNode") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *Val = Stack->Pop();
+
+ CAdSceneNode *ToDelete = NULL;
+ if (Val->IsNative()) {
+ CBScriptable *Temp = Val->GetNative();
+ for (int i = 0; i < m_Nodes.GetSize(); i++) {
+ if (m_Nodes[i]->m_Region == Temp || m_Nodes[i]->m_Entity == Temp) {
+ ToDelete = m_Nodes[i];
+ break;
+ }
+ }
+ } else {
+ int Index = Val->GetInt();
+ if (Index >= 0 && Index < m_Nodes.GetSize()) {
+ ToDelete = m_Nodes[Index];
+ }
+ }
+ if (ToDelete == NULL) {
+ Stack->PushBool(false);
+ return S_OK;
+ }
+
+ for (int i = 0; i < m_Nodes.GetSize(); i++) {
+ if (m_Nodes[i] == ToDelete) {
+ delete m_Nodes[i];
+ m_Nodes[i] = NULL;
+ m_Nodes.RemoveAt(i);
+ break;
+ }
+ }
+ Stack->PushBool(true);
+ return S_OK;
+ }
+
+ else return CBObject::ScCallMethod(Script, Stack, ThisStack, Name);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CScValue *CAdLayer::ScGetProperty(char *Name) {
+ m_ScValue->SetNULL();
+
+ //////////////////////////////////////////////////////////////////////////
+ // Type
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "Type") == 0) {
+ m_ScValue->SetString("layer");
+ return m_ScValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // NumNodes (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "NumNodes") == 0) {
+ m_ScValue->SetInt(m_Nodes.GetSize());
+ return m_ScValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Width
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Width") == 0) {
+ m_ScValue->SetInt(m_Width);
+ return m_ScValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Height
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Height") == 0) {
+ m_ScValue->SetInt(m_Height);
+ return m_ScValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Main (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Main") == 0) {
+ m_ScValue->SetBool(m_Main);
+ return m_ScValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // CloseUp
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "CloseUp") == 0) {
+ m_ScValue->SetBool(m_CloseUp);
+ return m_ScValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Active
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Active") == 0) {
+ m_ScValue->SetBool(m_Active);
+ return m_ScValue;
+ }
+
+ else return CBObject::ScGetProperty(Name);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdLayer::ScSetProperty(char *Name, CScValue *Value) {
+ //////////////////////////////////////////////////////////////////////////
+ // Name
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "Name") == 0) {
+ SetName(Value->GetString());
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // CloseUp
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "CloseUp") == 0) {
+ m_CloseUp = Value->GetBool();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Width
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Width") == 0) {
+ m_Width = Value->GetInt();
+ if (m_Width < 0) m_Width = 0;
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Height
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Height") == 0) {
+ m_Height = Value->GetInt();
+ if (m_Height < 0) m_Height = 0;
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Active
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Active") == 0) {
+ bool b = Value->GetBool();
+ if (b == false && m_Main) {
+ Game->LOG(0, "Warning: cannot deactivate scene's main layer");
+ } else m_Active = b;
+ return S_OK;
+ }
+
+ else return CBObject::ScSetProperty(Name, Value);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+char *CAdLayer::ScToString() {
+ return "[layer]";
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdLayer::SaveAsText(CBDynBuffer *Buffer, int Indent) {
+ Buffer->PutTextIndent(Indent, "LAYER {\n");
+ Buffer->PutTextIndent(Indent + 2, "NAME=\"%s\"\n", m_Name);
+ Buffer->PutTextIndent(Indent + 2, "CAPTION=\"%s\"\n", GetCaption());
+ Buffer->PutTextIndent(Indent + 2, "MAIN=%s\n", m_Main ? "TRUE" : "FALSE");
+ Buffer->PutTextIndent(Indent + 2, "WIDTH=%d\n", m_Width);
+ Buffer->PutTextIndent(Indent + 2, "HEIGHT=%d\n", m_Height);
+ Buffer->PutTextIndent(Indent + 2, "ACTIVE=%s\n", m_Active ? "TRUE" : "FALSE");
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_SELECTED=%s\n", m_EditorSelected ? "TRUE" : "FALSE");
+ if (m_CloseUp)
+ Buffer->PutTextIndent(Indent + 2, "CLOSE_UP=%s\n", m_CloseUp ? "TRUE" : "FALSE");
+
+ int i;
+
+ for (i = 0; i < m_Scripts.GetSize(); i++) {
+ Buffer->PutTextIndent(Indent + 2, "SCRIPT=\"%s\"\n", m_Scripts[i]->m_Filename);
+ }
+
+ if (m_ScProp) m_ScProp->SaveAsText(Buffer, Indent + 2);
+
+ for (i = 0; i < m_Nodes.GetSize(); i++) {
+ switch (m_Nodes[i]->m_Type) {
+ case OBJECT_ENTITY:
+ m_Nodes[i]->m_Entity->SaveAsText(Buffer, Indent + 2);
+ break;
+ case OBJECT_REGION:
+ m_Nodes[i]->m_Region->SaveAsText(Buffer, Indent + 2);
+ break;
+ }
+ }
+
+ CBBase::SaveAsText(Buffer, Indent + 2);
+
+ Buffer->PutTextIndent(Indent, "}\n\n");
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdLayer::Persist(CBPersistMgr *PersistMgr) {
+
+ CBObject::Persist(PersistMgr);
+
+ PersistMgr->Transfer(TMEMBER(m_Active));
+ PersistMgr->Transfer(TMEMBER(m_CloseUp));
+ PersistMgr->Transfer(TMEMBER(m_Height));
+ PersistMgr->Transfer(TMEMBER(m_Main));
+ m_Nodes.Persist(PersistMgr);
+ PersistMgr->Transfer(TMEMBER(m_Width));
+
+ return S_OK;
+}
+
+} // end of namespace WinterMute