/* 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 "BGame.h" #include "BFileManager.h" #include "BEvent.h" #include "BParser.h" namespace WinterMute { ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// IMPLEMENT_PERSISTENT(CBEvent, false) ////////////////////////////////////////////////////////////////////////// CBEvent::CBEvent(CBGame *inGame): CBBase(inGame) { _type = EVENT_NONE; _script = NULL; _name = NULL; } ////////////////////////////////////////////////////////////////////////// CBEvent::CBEvent(CBGame *inGame, TEventType Type, char *Script): CBBase(inGame) { _type = Type; _script = new char [strlen(Script) + 1]; if (_script) strcpy(_script, Script); _name = NULL; } ////////////////////////////////////////////////////////////////////////// CBEvent::~CBEvent() { delete[] _script; _script = NULL; delete[] _name; _name = NULL; } ////////////////////////////////////////////////////////////////////////// const char *CBEvent::GetEventName(TEventType Type) { switch (Type) { case EVENT_INIT: return "INIT"; case EVENT_SHUTDOWN: return "SHUTDOWN"; case EVENT_LEFT_CLICK: return "LEFT_CLICK"; case EVENT_RIGHT_CLICK: return "RIGHT_CLICK"; case EVENT_MIDDLE_CLICK: return "MIDDLE_CLICK"; case EVENT_LEFT_DBLCLICK: return "LEFT_DBLCLICK"; case EVENT_PRESS: return "PRESS"; case EVENT_IDLE: return "IDLE"; case EVENT_MOUSE_OVER: return "MOUSE_OVER"; case EVENT_LEFT_RELEASE: return "LEFT_RELEASE"; case EVENT_RIGHT_RELEASE: return "RIGHT_RELEASE"; case EVENT_MIDDLE_RELEASE: return "MIDDLE_RELEASE"; default: return "NONE"; } } ////////////////////////////////////////////////////////////////////////// void CBEvent::SetScript(const char *Script) { if (_script) delete [] _script; _script = new char [strlen(Script) + 1]; if (_script) strcpy(_script, Script); } ////////////////////////////////////////////////////////////////////////// void CBEvent::SetName(const char *Name) { if (_name) delete [] _name; _name = new char [strlen(Name) + 1]; if (_name) strcpy(_name, Name); } ////////////////////////////////////////////////////////////////////////// HRESULT CBEvent::LoadFile(const char *Filename) { byte *Buffer = Game->_fileManager->ReadWholeFile(Filename); if (Buffer == NULL) { Game->LOG(0, "CBEvent::LoadFile failed for file '%s'", Filename); return E_FAIL; } HRESULT ret; if (FAILED(ret = LoadBuffer(Buffer, true))) Game->LOG(0, "Error parsing EVENT file '%s'", Filename); delete [] Buffer; return ret; } TOKEN_DEF_START TOKEN_DEF(EVENT) TOKEN_DEF(NAME) TOKEN_DEF(SCRIPT) TOKEN_DEF_END ////////////////////////////////////////////////////////////////////////// HRESULT CBEvent::LoadBuffer(byte *Buffer, bool Complete) { TOKEN_TABLE_START(commands) TOKEN_TABLE(EVENT) TOKEN_TABLE(NAME) TOKEN_TABLE(SCRIPT) TOKEN_TABLE_END byte *params; int cmd; CBParser parser(Game); if (Complete) { if (parser.GetCommand((char **)&Buffer, commands, (char **)¶ms) != TOKEN_EVENT) { Game->LOG(0, "'EVENT' keyword expected."); return E_FAIL; } Buffer = params; } while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) { switch (cmd) { case TOKEN_NAME: SetName((char *)params); break; case TOKEN_SCRIPT: SetScript((char *)params); break; } } if (cmd == PARSERR_TOKENNOTFOUND) { Game->LOG(0, "Syntax error in EVENT definition"); return E_FAIL; } return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBEvent::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(Game)); PersistMgr->Transfer(TMEMBER(_script)); PersistMgr->Transfer(TMEMBER(_name)); PersistMgr->Transfer(TMEMBER_INT(_type)); return S_OK; } } // end of namespace WinterMute