Example #1
0
bool PluginLoader::ParsePlugin(FileSpecifier& file_name)
{
  OpenedFile file;
  if (file_name.Open(file)) {
    int32 data_size;
    file.GetLength(data_size);
    m_data.resize(data_size);

    if (file.Read(data_size, &m_data[0])) {
      file_name.ToDirectory(current_plugin_directory);

      char name[256];
      current_plugin_directory.GetName(name);
      m_name = name;

      if (!DoParse()) {
        logError1("There were parsing errors in %s Plugin.xml\n", m_name.c_str());
      }
    }

    m_data.clear();
    return true;
  }
  return false;
}
// This tries to find a filename (in the same directory as inBaseName) based on 'inBaseName' but that is not yet used.
// The current logic tries inBaseName first, then 'inBaseName 2', then 'inBaseName 3', and so on.
// The resulting name will have no more than inMaxNameLength actual characters.
// Returns whether it was successful (the current logic either returns true or loops forever; fortunately, the
// probability of looping forever is really, REALLY tiny; the directory would have to contain every possible variant).
static bool
make_nonconflicting_filename_variant(/*const*/ FileSpecifier& inBaseName, FileSpecifier& outNonconflictingName, size_t inMaxNameLength) {
	FileSpecifier theNameToTry;
	DirectorySpecifier theDirectory;
	inBaseName.ToDirectory(theDirectory);
        
        char	theBaseNameString[256]; // XXX I don't like this, but the SDL code already imposes this maxlen throughout.

        inBaseName.GetName(theBaseNameString);
        size_t	theBaseNameLength = strlen(theBaseNameString);

        char	theNameToTryString[256];
        char	theVariantSuffix[32]; // way more than enough

        unsigned int	theVariant = 0;
        size_t	theSuffixLength;
        size_t	theBaseNameLengthToUse;
        
        bool	theVariantIsAcceptable = false;
        
        while(!theVariantIsAcceptable) {
                theVariant++;
                if(theVariant == 1) {
                        theVariantSuffix[0] = '\0';
                        theSuffixLength = 0;
                }
                else {
                        theSuffixLength = sprintf(theVariantSuffix, " %d", theVariant);
                }
                
                assert(theSuffixLength <= inMaxNameLength);
                
                if(theSuffixLength + theBaseNameLength > inMaxNameLength)
                        theBaseNameLengthToUse = inMaxNameLength - theSuffixLength;
                else
                        theBaseNameLengthToUse = theBaseNameLength;
                
                sprintf(theNameToTryString, "%.*s%s", (int) theBaseNameLengthToUse, theBaseNameString, theVariantSuffix);
        
                theNameToTry.FromDirectory(theDirectory);
#if defined(mac) || defined(SDL_RFORK_HACK)
                // Note: SetName() currently ignores the 'type' argument, so I feel
                // little compulsion to try to figure it out.
                theNameToTry.SetName(theNameToTryString,NONE);
#else
                theNameToTry.AddPart(theNameToTryString);
#endif
                if(!theNameToTry.Exists())
                        theVariantIsAcceptable = true;
        }
        
        if(theVariantIsAcceptable) {
                outNonconflictingName = theNameToTry;
        }
        
        return theVariantIsAcceptable;
}
// Analogous to 'save_game()', but does not present any dialog to the user, and reports the results
// using screen_printf().  If inOverwriteRecent is set, it will save over the most recently saved
// or restored game (if possible).  If inOverwriteRecent is not set, or if there is no recent game
// to save over, it will pick a new, nonconflicting filename and save to it.
// Returns whether save was successful.
bool
save_game_full_auto(bool inOverwriteRecent) {
        bool createNewFile = !inOverwriteRecent;

        FileSpecifier theRecentSavedGame;
        get_current_saved_game_name(theRecentSavedGame);

        char theSavedGameName[256]; // XXX

        // If we're supposed to overwrite, change our minds if we seem to have no 'existing file'.
        if(!createNewFile) {
                theRecentSavedGame.GetName(theSavedGameName);
                if(strcmp(theSavedGameName, TS_GetCString(strFILENAMES, filenameDEFAULT_SAVE_GAME)) == 0)
                        createNewFile = true;
        }
        
        // Make up a filename (currently based on level name)
        if(createNewFile) {
                if(strncpy_filename_friendly(theSavedGameName, static_world->level_name, kMaxFilenameChars) <= 0)
                        strcpy(theSavedGameName, "Automatic Save");

                DirectorySpecifier theDirectory;
                theRecentSavedGame.ToDirectory(theDirectory);
                theRecentSavedGame.FromDirectory(theDirectory);
#if defined(mac) || defined(SDL_RFORK_HACK)
                // Note: SetName() currently ignores the 'type' argument, so I feel
                // little compulsion to try to figure it out.
                theRecentSavedGame.SetName(theSavedGameName,NONE);
#else
                theRecentSavedGame.AddPart(theSavedGameName);
#endif
        }
                
        
        FileSpecifier theOutputFile;
        
        if(createNewFile)
                make_nonconflicting_filename_variant(theRecentSavedGame, theOutputFile, kMaxFilenameChars);
        else
                theOutputFile = theRecentSavedGame;
        
        bool successfulSave = save_game_file(theOutputFile);

        theOutputFile.GetName(theSavedGameName);
        
        if(successfulSave) {
                screen_printf("%s saved game '%s'", createNewFile ? "Created new" : "Replaced existing", theSavedGameName);
                // play a sound?
        }
        else {
                screen_printf("Unable to save game as '%s'", theSavedGameName);
                // play a sound?
        }

        return successfulSave;
}
Example #4
0
// Loads all those in resource 128 in a map file (or some appropriate equivalent)
void LoadLevelScripts(FileSpecifier& MapFile)
{
  // Because all the files are to live in the map file's parent directory
  MapFile.ToDirectory(MapParentDir);

  // Get rid of the previous level script
  // ghs: unless it's the first time, in which case we would be clearing
  // any external level scripts, so don't
  static bool FirstTime = true;
  if (FirstTime) {
    FirstTime = false;
  }
  else{
    LevelScripts.clear();
  }

  // Set these to their defaults before trying to change them
  EndScreenIndex = 99;
  NumEndScreens = 1;

  // Lazy setup of XML parsing definitions
  SetupLSParseTree();
  LSXML_Loader.CurrentElement = &LSRootParser;

  // OpenedResourceFile OFile;
  // if (!MapFile.Open(OFile)) return;

  // The script is stored at a special resource ID;
  // simply quit if it could not be found
  LoadedResource ScriptRsrc;

  // if (!OFile.Get('T','E','X','T',128,ScriptRsrc)) return;
  if (!get_text_resource_from_scenario(128,ScriptRsrc)) {
    return;
  }

  // Load the script
  LSXML_Loader.SourceName = "[Map Script]";
  LSXML_Loader.ParseData((char *)ScriptRsrc.GetPointer(),ScriptRsrc.GetLength());
}