/* 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/ad/ad_entity.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/ui/ui_entity.h" #include "engines/wintermute/base/base_parser.h" #include "engines/wintermute/base/base_dynamic_buffer.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/base/scriptables/script.h" #include "engines/wintermute/base/scriptables/script_stack.h" namespace Wintermute { IMPLEMENT_PERSISTENT(UIEntity, false) ////////////////////////////////////////////////////////////////////////// UIEntity::UIEntity(BaseGame *inGame) : UIObject(inGame) { _type = UI_CUSTOM; _entity = NULL; } ////////////////////////////////////////////////////////////////////////// UIEntity::~UIEntity() { if (_entity) { _gameRef->unregisterObject(_entity); } _entity = NULL; } ////////////////////////////////////////////////////////////////////////// bool UIEntity::loadFile(const char *filename) { byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename); if (buffer == NULL) { _gameRef->LOG(0, "UIEntity::LoadFile failed for file '%s'", filename); return STATUS_FAILED; } bool ret; setFilename(filename); if (DID_FAIL(ret = loadBuffer(buffer, true))) { _gameRef->LOG(0, "Error parsing ENTITY container file '%s'", filename); } delete[] buffer; return ret; } TOKEN_DEF_START TOKEN_DEF(ENTITY_CONTAINER) TOKEN_DEF(TEMPLATE) TOKEN_DEF(DISABLED) TOKEN_DEF(VISIBLE) TOKEN_DEF(X) TOKEN_DEF(Y) TOKEN_DEF(NAME) TOKEN_DEF(ENTITY) TOKEN_DEF(SCRIPT) TOKEN_DEF(EDITOR_PROPERTY) TOKEN_DEF_END ////////////////////////////////////////////////////////////////////////// bool UIEntity::loadBuffer(byte *buffer, bool complete) { TOKEN_TABLE_START(commands) TOKEN_TABLE(ENTITY_CONTAINER) TOKEN_TABLE(TEMPLATE) TOKEN_TABLE(DISABLED) TOKEN_TABLE(VISIBLE) TOKEN_TABLE(X) TOKEN_TABLE(Y) TOKEN_TABLE(NAME) TOKEN_TABLE(ENTITY) TOKEN_TABLE(SCRIPT) TOKEN_TABLE(EDITOR_PROPERTY) TOKEN_TABLE_END byte *params; int cmd = 2; BaseParser parser; if (complete) { if (parser.getCommand((char **)&buffer, commands, (char **)¶ms) != TOKEN_ENTITY_CONTAINER) { _gameRef->LOG(0, "'ENTITY_CONTAINER' keyword expected."); return STATUS_FAILED; } buffer = params; } while (cmd > 0 && (cmd = parser.getCommand((char **)&buffer, commands, (char **)¶ms)) > 0) { switch (cmd) { case TOKEN_TEMPLATE: if (DID_FAIL(loadFile((char *)params))) { cmd = PARSERR_GENERIC; } break; case TOKEN_NAME: setName((char *)params); break; case TOKEN_X: parser.scanStr((char *)params, "%d", &_posX); break; case TOKEN_Y: parser.scanStr((char *)params, "%d", &_posY); break; case TOKEN_DISABLED: parser.scanStr((char *)params, "%b", &_disable); break; case TOKEN_VISIBLE: parser.scanStr((char *)params, "%b", &_visible); break; case TOKEN_ENTITY: if (DID_FAIL(setEntity((char *)params))) { cmd = PARSERR_GENERIC; } break; case TOKEN_SCRIPT: addScript((char *)params); break; case TOKEN_EDITOR_PROPERTY: parseEditorProperty(params, false); break; } } if (cmd == PARSERR_TOKENNOTFOUND) { _gameRef->LOG(0, "Syntax error in ENTITY_CONTAINER definition"); return STATUS_FAILED; } if (cmd == PARSERR_GENERIC) { _gameRef->LOG(0, "Error loading ENTITY_CONTAINER definition"); return STATUS_FAILED; } correctSize(); if (_gameRef->_editorMode) { _width = 50; _height = 50; } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIEntity::saveAsText(BaseDynamicBuffer *buffer, int indent) { buffer->putTextIndent(indent, "ENTITY_CONTAINER\n"); buffer->putTextIndent(indent, "{\n"); buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", getName()); buffer->putTextIndent(indent + 2, "\n"); buffer->putTextIndent(indent + 2, "X=%d\n", _posX); buffer->putTextIndent(indent + 2, "Y=%d\n", _posY); buffer->putTextIndent(indent + 2, "DISABLED=%s\n", _disable ? "TRUE" : "FALSE"); buffer->putTextIndent(indent + 2, "VISIBLE=%s\n", _visible ? "TRUE" : "FALSE"); if (_entity && _entity->getFilename()) { buffer->putTextIndent(indent + 2, "ENTITY=\"%s\"\n", _entity->getFilename()); } buffer->putTextIndent(indent + 2, "\n"); // scripts for (uint32 i = 0; i < _scripts.size(); i++) { buffer->putTextIndent(indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename); } buffer->putTextIndent(indent + 2, "\n"); // editor properties BaseClass::saveAsText(buffer, indent + 2); buffer->putTextIndent(indent, "}\n"); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIEntity::setEntity(const char *filename) { if (_entity) { _gameRef->unregisterObject(_entity); } _entity = new AdEntity(_gameRef); if (!_entity || DID_FAIL(_entity->loadFile(filename))) { delete _entity; _entity = NULL; return STATUS_FAILED; } else { _entity->_nonIntMouseEvents = true; _entity->_sceneIndependent = true; _entity->makeFreezable(false); _gameRef->registerObject(_entity); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool UIEntity::display(int offsetX, int offsetY) { if (!_visible) { return STATUS_OK; } if (_entity) { _entity->_posX = offsetX + _posX; _entity->_posY = offsetY + _posY; if (_entity->_scale < 0) { _entity->_zoomable = false; } _entity->_shadowable = false; _entity->update(); bool origReg = _entity->_registrable; if (_entity->_registrable && _disable) { _entity->_registrable = false; } _entity->display(); _entity->_registrable = origReg; } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // high level scripting interface ////////////////////////////////////////////////////////////////////////// bool UIEntity::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) { ////////////////////////////////////////////////////////////////////////// // GetEntity ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "GetEntity") == 0) { stack->correctParams(0); if (_entity) { stack->pushNative(_entity, true); } else { stack->pushNULL(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // SetEntity ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SetEntity") == 0) { stack->correctParams(1); const char *filename = stack->pop()->getString(); if (DID_SUCCEED(setEntity(filename))) { stack->pushBool(true); } else { stack->pushBool(false); } return STATUS_OK; } else { return UIObject::scCallMethod(script, stack, thisStack, name); } } ////////////////////////////////////////////////////////////////////////// ScValue *UIEntity::scGetProperty(const Common::String &name) { _scValue->setNULL(); ////////////////////////////////////////////////////////////////////////// // Type ////////////////////////////////////////////////////////////////////////// if (name == "Type") { _scValue->setString("entity container"); return _scValue; } ////////////////////////////////////////////////////////////////////////// // Freezable ////////////////////////////////////////////////////////////////////////// else if (name == "Freezable") { if (_entity) { _scValue->setBool(_entity->_freezable); } else { _scValue->setBool(false); } return _scValue; } else { return UIObject::scGetProperty(name); } } ////////////////////////////////////////////////////////////////////////// bool UIEntity::scSetProperty(const char *name, ScValue *value) { ////////////////////////////////////////////////////////////////////////// // Freezable ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "Freezable") == 0) { if (_entity) { _entity->makeFreezable(value->getBool()); } return STATUS_OK; } else { return UIObject::scSetProperty(name, value); } } ////////////////////////////////////////////////////////////////////////// const char *UIEntity::scToString() { return "[entity container]"; } ////////////////////////////////////////////////////////////////////////// bool UIEntity::persist(BasePersistenceManager *persistMgr) { UIObject::persist(persistMgr); persistMgr->transfer(TMEMBER(_entity)); return STATUS_OK; } } // end of namespace Wintermute