/* 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. * */ namespace Agi { /** * WagProperty represents a single property from WinAGI's *.wag file. * A property consists of a header and of data. * The header consists of the following: * - Property code (Integer/Enumeration, 1 byte) * - Property type (Integer/Enumeration, 1 byte) * - Property number (Integer, 1 byte) * - Property size (Little endian integer, 2 bytes) * And then there's the data with as many bytes as defined in the header's property size variable. */ class WagProperty { // Constants, enumerations etc public: /** * Property codes taken from WinAGI 1.1.21's source code file WinAGI/AGIObjects.bas. */ enum WagPropertyCode { PC_GAMEDESC = 129, ///< Game description (WinAGI 1.1.21 limits these to 4096 bytes) PC_GAMEAUTHOR, ///< Game author (WinAGI 1.1.21 limits these to 256 bytes) PC_GAMEID, ///< Game ID PC_INTVERSION, ///< Interpreter version (WinAGI 1.1.21 defaults to version 2.917) PC_GAMELAST, ///< Last edit date PC_GAMEVERSION, ///< Game version (WinAGI 1.1.21 limits these to 256 bytes) PC_GAMEABOUT, ///< About game (WinAGI 1.1.21 limits these to 4096 bytes) PC_GAMEEXEC, ///< Game executable PC_RESDIR, ///< Resource directory name PC_DEFSYNTAX, ///< Default syntax PC_INVOBJDESC = 144, PC_VOCABWORDDESC = 160, PC_PALETTE = 172, PC_USERESNAMES = 180, PC_LOGIC = 192, PC_PICTURE = 208, PC_SOUND = 224, PC_VIEW = 240, PC_UNDEFINED = 0x100 ///< An undefined property code (Added for ScummVM). }; /** * Property types taken from WinAGI 1.1.21's source code file WinAGI/AGIObjects.bas. * At the moment these aren't really at all needed by ScummVM. Just here if anyone decides to use them. */ enum WagPropertyType { PT_ID, PT_DESC, PT_SYNTAX, PT_CRC32, PT_KEY, PT_INST0, PT_INST1, PT_INST2, PT_MUTE0, PT_MUTE1, PT_MUTE2, PT_MUTE3, PT_TPQN, PT_ROOM, PT_VIS0, PT_VIS1, PT_VIS2, PT_VIS3, PT_ALL = 0xff, PT_UNDEFINED = 0x100 ///< An undefined property type (Added for ScummVM). }; // Constructors, destructors, operators etc public: /** * Creates an empty WagProperty object. * No property header or property data in it. */ WagProperty(); /** * Destructor. Releases allocated memory if any etc. The usual. */ ~WagProperty(); /** * Copy constructor. Deep copies the variables. */ WagProperty(const WagProperty &other); /** * Assignment operator. Deep copies the variables. */ WagProperty &operator=(const WagProperty &other); // Non-public helper methods protected: /** * Sets the default values for member variables. */ void setDefaults(); /** * Delete's the property's data from memory if we have it, otherwise does nothing. */ void deleteData(); /** * Deep copies the parameter object to this object. * @param other The object to be deep copied to this object. */ void deepCopy(const WagProperty &other); // Public methods that have side-effects public: /** * Read in a property (Header and data). * @return True if reading was a success, false otherwise. */ bool read(Common::SeekableReadStream &stream); /** * Clears the property. * After this the property is empty. No header or data. */ void clear(); // Public access functions public: /** * Was the property read ok from the source stream? */ bool readOk() const { return _readOk; } /** * Return the property's code. * @return The property's code if readOk(), PC_UNDEFINED otherwise. */ enum WagPropertyCode getCode() const { return _propCode; } /** * Return the property's type. * @return The property's type if readOk(), PT_UNDEFINED otherwise. */ enum WagPropertyType getType() const { return _propType; } /** * Return the property's number. * @return The property's number if readOk(), 0 otherwise. */ byte getNumber() const { return _propNum; } /** * Return the property's data's length. * @return The property's data's length if readOk(), 0 otherwise. */ uint16 getSize() const { return _propSize; } /** * Return property's data. Constant access version. * Can be used as a C-style string (i.e. this is guaranteed to have a trailing zero). * @return The property's data if readOk(), NULL otherwise. */ const char *getData() const { return _propData; } // Member variables protected: bool _readOk; ///< Was the property read ok from the source stream? enum WagPropertyCode _propCode; ///< Property code (Part of the property's header) enum WagPropertyType _propType; ///< Property type (Part of the property's header) byte _propNum; ///< Property number (Part of the property's header) uint16 _propSize; ///< Property's size (Part of the property's header) char *_propData; ///< The property's data (Plus a trailing zero for C-style string access) }; /** * Class for parsing *.wag files created by WinAGI. * Using this class you can get information about fanmade AGI games if they have provided a *.wag file with them. */ class WagFileParser { // Constants, type definitions, enumerations etc. public: enum { WINAGI_VERSION_LENGTH = 16 ///< WinAGI's version string's length (Always 16) }; typedef Common::Array PropertyList; ///< A type definition for an array of *.wag file properties public: /** * Constructor. Creates a WagFileParser object in a default state. */ WagFileParser(); /** * Destructor. */ ~WagFileParser(); /** * Loads a *.wag file and parses it. * @note After this you can access the loaded properties using getProperty() and getProperties() etc. * @param filename Name of the file to be parsed. * @return True if parsed successfully, false otherwise. */ bool parse(const Common::FSNode &node); /** * Get list of the loaded properties. * @note Use only after a call to parse() first. * @return The list of loaded properties. */ const PropertyList &getProperties() const { return _propList; } /** * Get property with the given property code. * @note Use only after a call to parse() first. * @return Pointer to the property if its found in memory, NULL otherwise. * * TODO/FIXME: Handle cases where several properties with the given property code are found. * At the moment we don't need this functionality because the properties we use * for fallback detection probably don't have multiples in the WAG-file. * TODO: Make this faster than linear time if desired/needed. */ const WagProperty *getProperty(const WagProperty::WagPropertyCode code) const; /** * Tests if the given property contains a valid AGI interpreter version string. * A valid AGI interpreter version string is of the form "X.Y" or "X,Y" where * X is a single decimal digit and Y is a string of decimal digits (At least one digit). * @param version The property to be tested. * @return True if the given property contains a valid AGI interpreter version string, false otherwise. */ bool checkAgiVersionProperty(const WagProperty &version) const; /** * Convert property's data to an AGI interpreter version number. * @param version The property to be converted (Property code should be PC_INTVERSION). * @return AGI interpreter version number if successful, 0 otherwise. */ uint16 convertToAgiVersionNumber(const WagProperty &version); /** * Was the file parsed successfully? * @return True if file was parsed successfully, false otherwise. */ bool parsedOk() const { return _parsedOk; } protected: /** * Checks if stream has a valid WinAGI version string in its end. * @param stream The stream to be checked. * @return True if reading was successful and stream contains a valid WinAGI version string, false otherwise. */ bool checkWagVersion(Common::SeekableReadStream &stream); /** * Checks if we're at or past the end of the properties stored in the stream. * @param stream The stream whose seeking position is to be checked. * @return True if stream's seeking position is at or past the end of the properties, false otherwise. */ bool endOfProperties(const Common::SeekableReadStream &stream) const; // Member variables protected: PropertyList _propList; ///< List of loaded properties from the file. bool _parsedOk; ///< Did the parsing of the file go ok? }; } // End of namespace Agi