/* 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 3 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, see . * */ #include "ags/shared/ac/common.h" #include "ags/shared/ac/game_setup_struct.h" #include "ags/engine/ac/properties.h" #include "ags/engine/ac/string.h" #include "ags/engine/ac/dynobj/script_string.h" #include "ags/engine/script/runtime_script_value.h" #include "ags/shared/util/string_utils.h" namespace AGS3 { using namespace AGS::Shared; // begin custom property functions bool get_property_desc(PropertyDesc &desc, const char *property, PropertyType want_type) { PropertySchema::const_iterator sch_it = _GP(game).propSchema.find(property); if (sch_it == _GP(game).propSchema.end()) quitprintf("!Did not find property '%s' in the schema. Make sure you are using the property's name, and not its description, when calling this command.", property); desc = sch_it->_value; if (want_type == kPropertyString && desc.Type != kPropertyString) quitprintf("!Property '%s' isn't a text property. Use GetProperty/SetProperty for non-text properties", property); else if (want_type != kPropertyString && desc.Type == kPropertyString) quitprintf("!Property '%s' is a text property. Use GetTextProperty/SetTextProperty for text properties", property); return true; } String get_property_value(const StringIMap &st_prop, const StringIMap &rt_prop, const char *property, const String def_val) { // First check runtime properties, then static properties; // if no matching entry was found, use default schema value StringIMap::const_iterator it = rt_prop.find(property); if (it != rt_prop.end()) return it->_value; it = st_prop.find(property); if (it != st_prop.end()) return it->_value; return def_val; } // Get an integer property int get_int_property(const StringIMap &st_prop, const StringIMap &rt_prop, const char *property) { PropertyDesc desc; if (!get_property_desc(desc, property, kPropertyInteger)) return 0; return StrUtil::StringToInt(get_property_value(st_prop, rt_prop, property, desc.DefaultValue)); } // Get a string property void get_text_property(const StringIMap &st_prop, const StringIMap &rt_prop, const char *property, char *bufer) { PropertyDesc desc; if (!get_property_desc(desc, property, kPropertyString)) return; String val = get_property_value(st_prop, rt_prop, property, desc.DefaultValue); snprintf(bufer, MAX_MAXSTRLEN, "%s", val.GetCStr()); } const char *get_text_property_dynamic_string(const StringIMap &st_prop, const StringIMap &rt_prop, const char *property) { PropertyDesc desc; if (!get_property_desc(desc, property, kPropertyString)) return nullptr; String val = get_property_value(st_prop, rt_prop, property, desc.DefaultValue); return CreateNewScriptString(val.GetCStr()); } bool set_int_property(StringIMap &rt_prop, const char *property, int value) { PropertyDesc desc; if (get_property_desc(desc, property, kPropertyInteger)) { rt_prop[desc.Name] = StrUtil::IntToString(value); return true; } return false; } bool set_text_property(StringIMap &rt_prop, const char *property, const char *value) { PropertyDesc desc; if (get_property_desc(desc, property, kPropertyString)) { rt_prop[desc.Name] = value; return true; } return false; } } // namespace AGS3