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scummvm-cursorfix/engines/wintermute/base/scriptables/script_ext_directory.cpp
2026-02-02 04:50:13 +01:00

208 lines
6.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/scriptables/script_ext_array.h"
#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/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, lostbride, papasdaughters1, papasdaughters2, polechudes, etc
// 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(_game, stack);
if (strcmp(dirName, "saves") == 0 && strcmp(name, "GetFiles") == 0) {
// used in "Tale of The Lost Bride and A Hidden Treasure"
// returns list of saves, removing "lostbride-win-ru.saves_" prefix
Common::StringArray fnames;
BaseFileManager::getEngineInstance()->listMatchingFiles(fnames, "*");
for (uint32 i = 0; i < fnames.size(); i++) {
stack->pushString(fnames[i].c_str());
((SXArray *)array)->push(stack->pop());
}
} else if (strcmp(dirName, "X:\\FBI\\data\\scenes\\17-magic\\") == 0 && strcmp(name, "GetDirectories") == 0) {
// used in secret scene of "Art of Murder 1: FBI Confidential"
// TODO: return list of "scenes\17-magic" subfolders from data.dcp
warning("FBI\\scenes\\17-magic Directory.%s is not implemented! Returning empty array...", name);
} else if (strcmp(dirName, ".\\") == 0 && strcmp(name, "GetFiles") == 0) {
// Used in "Stroke of Fate: Operation Valkyrie" and "Stroke of Fate: Operation Bunker"
// to return list of log files to be removed.
// return empty list instead
} 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(_game, stack), false);
return STATUS_OK;
} else {
return STATUS_FAILED;
}
}
//////////////////////////////////////////////////////////////////////////
ScValue *SXDirectory::scGetProperty(const char *name) {
_scValue->setNULL();
//////////////////////////////////////////////////////////////////////////
// Type
//////////////////////////////////////////////////////////////////////////
if (strcmp(name, "Type") == 0) {
_scValue->setString("directory");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// PathSeparator
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "PathSeparator") == 0) {
_scValue->setString("\\");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// CurrentDirectory
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "CurrentDirectory") == 0) {
_scValue->setString("."); // See also: BaseGame::scGetProperty("SaveDirectory")
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// TempDirectory
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "TempDirectory") == 0) {
_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