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177 lines
5.8 KiB
C++
177 lines
5.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/scriptables/script_ext_directory.h"
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#include "engines/wintermute/base/scriptables/script_stack.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/base/base_engine.h"
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#include "engines/wintermute/persistent.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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IMPLEMENT_PERSISTENT(SXDirectory, true)
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BaseScriptable *makeSXDirectory(BaseGame *inGame) {
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return new SXDirectory(inGame);
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}
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//////////////////////////////////////////////////////////////////////////
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SXDirectory::SXDirectory(BaseGame *inGame) : BaseScriptable(inGame) {
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}
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//////////////////////////////////////////////////////////////////////////
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SXDirectory::~SXDirectory() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool SXDirectory::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
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//////////////////////////////////////////////////////////////////////////
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// Create
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Create") == 0) {
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stack->correctParams(1);
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const char *path = stack->pop()->getString();
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if (BaseEngine::instance().getGameId() == "hamlet") {
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// No need to actually create anything since "gamelet.save" is stored at SavefileManager
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stack->pushBool(true);
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} else {
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warning("Directory.Create is not implemented! Returning false...");
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stack->pushBool(false);
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// Delete
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Delete") == 0) {
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stack->correctParams(1);
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const char *path = stack->pop()->getString();
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warning("Directory.Delete is not implemented! Returning false...");
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stack->pushBool(false);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// GetFiles / GetDirectories
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "GetFiles") == 0 || strcmp(name, "GetDirectories") == 0) {
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stack->correctParams(2);
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const char *path = stack->pop()->getString();
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const char *mask = stack->pop()->getString();
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stack->pushInt(0);
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BaseScriptable *array = makeSXArray(_gameRef, stack);
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warning("Directory.%s is not implemented! Returning empty array...", name);
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stack->pushNative(array, false);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// GetDrives
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "GetDrives") == 0) {
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stack->correctParams(0);
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warning("Directory.GetDrives is not implemented! Returning empty array...");
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stack->pushInt(0);
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stack->pushNative(makeSXArray(_gameRef, stack), false);
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return STATUS_OK;
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *SXDirectory::scGetProperty(const Common::String &name) {
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_scValue->setNULL();
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//////////////////////////////////////////////////////////////////////////
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// Type
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//////////////////////////////////////////////////////////////////////////
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if (name == "Type") {
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_scValue->setString("directory");
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// PathSeparator
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//////////////////////////////////////////////////////////////////////////
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else if (name == "PathSeparator") {
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_scValue->setString("\\");
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// CurrentDirectory
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//////////////////////////////////////////////////////////////////////////
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else if (name == "CurrentDirectory") {
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warning("Directory.CurrentDirectory is not implemented! Returning 'saves'...");
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_scValue->setString(""); // See also: BaseGame::scGetProperty("SaveDirectory")
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// TempDirectory
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//////////////////////////////////////////////////////////////////////////
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else if (name == "TempDirectory") {
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warning("Directory.TempDirectory is not implemented! Returning 'saves'...");
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_scValue->setString("temp"); // See also: BaseGame::scGetProperty("SaveDirectory")
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return _scValue;
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} else {
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return _scValue;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool SXDirectory::persist(BasePersistenceManager *persistMgr) {
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BaseScriptable::persist(persistMgr);
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return STATUS_OK;
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}
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} // End of namespace Wintermute
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