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scummvm/engines/wintermute/base/scriptables/script_ext_directory.cpp
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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 "engines/wintermute/base/scriptables/script_ext_directory.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/persistent.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
IMPLEMENT_PERSISTENT(SXDirectory, true)
BaseScriptable *makeSXDirectory(BaseGame *inGame) {
return new SXDirectory(inGame);
}
//////////////////////////////////////////////////////////////////////////
SXDirectory::SXDirectory(BaseGame *inGame) : BaseScriptable(inGame) {
}
//////////////////////////////////////////////////////////////////////////
SXDirectory::~SXDirectory() {
}
//////////////////////////////////////////////////////////////////////////
bool SXDirectory::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
//////////////////////////////////////////////////////////////////////////
// Create
//////////////////////////////////////////////////////////////////////////
if (strcmp(name, "Create") == 0) {
stack->correctParams(1);
const char *dirName = stack->pop()->getString();
if (strcmp(dirName, "saves") == 0) {
// Known games that do this: alphapolaris, hamlet, papasdaughters1, papasdaughters2, polechudes
// No need to actually create anything, files will be stored at SavefileManager
stack->pushBool(true);
} else {
// No currently known games need this
warning("Directory.Create is not implemented! Returning false...");
stack->pushBool(false);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// Delete
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "Delete") == 0) {
stack->correctParams(1);
stack->pop()->getString();
// No currently known games need this
warning("Directory.Delete is not implemented! Returning false...");
stack->pushBool(false);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetFiles / GetDirectories
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetFiles") == 0 || strcmp(name, "GetDirectories") == 0) {
stack->correctParams(2);
const char *dirName = stack->pop()->getString();
stack->pop()->getString();
stack->pushInt(0);
BaseScriptable *array = makeSXArray(_gameRef, stack);
// used in secret scene of "Art of Murder 1: FBI Confidential"
if (strcmp(dirName, "X:\\FBI\\data\\scenes\\17-magic\\") == 0 && strcmp(name, "GetDirectories") == 0) {
//TODO: return list of "scenes\17-magic" subfolders from data.dcp
warning("Directory.%s is not implemented! Returning empty array...", name);
} else {
// No currently known games need this
warning("Directory.%s is not implemented! Returning empty array...", name);
}
stack->pushNative(array, false);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetDrives
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetDrives") == 0) {
stack->correctParams(0);
// No currently known games do this
warning("Directory.GetDrives is not implemented! Returning empty array...");
stack->pushInt(0);
stack->pushNative(makeSXArray(_gameRef, stack), false);
return STATUS_OK;
} else {
return STATUS_FAILED;
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *SXDirectory::scGetProperty(const Common::String &name) {
_scValue->setNULL();
//////////////////////////////////////////////////////////////////////////
// Type
//////////////////////////////////////////////////////////////////////////
if (name == "Type") {
_scValue->setString("directory");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// PathSeparator
//////////////////////////////////////////////////////////////////////////
else if (name == "PathSeparator") {
_scValue->setString("\\");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// CurrentDirectory
//////////////////////////////////////////////////////////////////////////
else if (name == "CurrentDirectory") {
_scValue->setString("."); // See also: BaseGame::scGetProperty("SaveDirectory")
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// TempDirectory
//////////////////////////////////////////////////////////////////////////
else if (name == "TempDirectory") {
_scValue->setString("temp"); // See also: BaseGame::scGetProperty("SaveDirectory")
return _scValue;
} else {
return _scValue;
}
}
//////////////////////////////////////////////////////////////////////////
bool SXDirectory::persist(BasePersistenceManager *persistMgr) {
BaseScriptable::persist(persistMgr);
return STATUS_OK;
}
} // End of namespace Wintermute