208 lines
6.9 KiB
C++
208 lines
6.9 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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/base_engine.h"
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#include "engines/wintermute/base/base_file_manager.h"
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#include "engines/wintermute/base/scriptables/script_ext_array.h"
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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/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 *dirName = stack->pop()->getString();
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if (strcmp(dirName, "saves") == 0) {
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// Known games that do this: alphapolaris, hamlet, lostbride, papasdaughters1, papasdaughters2, polechudes, etc
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// No need to actually create anything, files will be stored at SavefileManager
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stack->pushBool(true);
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} else {
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// No currently known games need this
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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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stack->pop()->getString();
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// No currently known games need this
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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 *dirName = stack->pop()->getString();
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stack->pop()->getString();
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stack->pushInt(0);
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BaseScriptable *array = makeSXArray(_game, stack);
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if (strcmp(dirName, "saves") == 0 && strcmp(name, "GetFiles") == 0) {
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// used in "Tale of The Lost Bride and A Hidden Treasure"
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// returns list of saves, removing "lostbride-win-ru.saves_" prefix
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Common::StringArray fnames;
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BaseFileManager::getEngineInstance()->listMatchingFiles(fnames, "*");
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for (uint32 i = 0; i < fnames.size(); i++) {
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stack->pushString(fnames[i].c_str());
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((SXArray *)array)->push(stack->pop());
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}
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} else if (strcmp(dirName, "X:\\FBI\\data\\scenes\\17-magic\\") == 0 && strcmp(name, "GetDirectories") == 0) {
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// used in secret scene of "Art of Murder 1: FBI Confidential"
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// TODO: return list of "scenes\17-magic" subfolders from data.dcp
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warning("FBI\\scenes\\17-magic Directory.%s is not implemented! Returning empty array...", name);
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} else if (strcmp(dirName, ".\\") == 0 && strcmp(name, "GetFiles") == 0) {
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// Used in "Stroke of Fate: Operation Valkyrie" and "Stroke of Fate: Operation Bunker"
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// to return list of log files to be removed.
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// return empty list instead
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} else {
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// No currently known games need this
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warning("Directory.%s is not implemented! Returning empty array...", name);
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}
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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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// No currently known games do this
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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(_game, 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 char *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 (strcmp(name, "Type") == 0) {
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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 (strcmp(name, "PathSeparator") == 0) {
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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 (strcmp(name, "CurrentDirectory") == 0) {
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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 (strcmp(name, "TempDirectory") == 0) {
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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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