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-rw-r--r--engines/wintermute/BBase.cpp173
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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 "BBase.h"
+#include "BGame.h"
+#include "BParser.h"
+#include "BDynBuffer.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////
+CBBase::CBBase(CBGame *GameOwner) {
+ Game = GameOwner;
+ m_Persistable = true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBBase::CBBase() {
+ Game = NULL;
+ m_Persistable = true;
+}
+
+
+//////////////////////////////////////////////////////////////////////
+CBBase::~CBBase() {
+ m_EditorProps.clear();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+const char *CBBase::GetEditorProp(const char *PropName, const char *InitVal) {
+ m_EditorPropsIter = m_EditorProps.find(PropName);
+ if (m_EditorPropsIter != m_EditorProps.end()) return m_EditorPropsIter->second.c_str();
+ else return InitVal;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBBase::SetEditorProp(const char *PropName, const char *PropValue) {
+ if (PropName == NULL) return E_FAIL;
+
+ if (PropValue == NULL) {
+ m_EditorProps.erase(PropName);
+ } else {
+ m_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->m_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) {
+ m_EditorPropsIter = m_EditorProps.begin();
+ while (m_EditorPropsIter != m_EditorProps.end()) {
+ Buffer->PutTextIndent(Indent, "EDITOR_PROPERTY\n");
+ Buffer->PutTextIndent(Indent, "{\n");
+ Buffer->PutTextIndent(Indent + 2, "NAME=\"%s\"\n", (char *)m_EditorPropsIter->first.c_str());
+ Buffer->PutTextIndent(Indent + 2, "VALUE=\"%s\"\n", m_EditorPropsIter->second.c_str());
+ Buffer->PutTextIndent(Indent, "}\n\n");
+
+ m_EditorPropsIter++;
+ }
+ return S_OK;
+}
+
+} // end of namespace WinterMute