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game.cpp

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-2-0/engines/game.cpp $
 * $Id: game.cpp 49786 2010-06-15 10:57:28Z sev $
 *
 */

#include "engines/game.h"
#include "base/plugins.h"


const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list) {
      const PlainGameDescriptor *g = list;
      while (g->gameid) {
            if (0 == scumm_stricmp(gameid, g->gameid))
                  return g;
            g++;
      }
      return 0;
}

GameDescriptor::GameDescriptor() {
      setVal("gameid", "");
      setVal("description", "");
}

GameDescriptor::GameDescriptor(const PlainGameDescriptor &pgd) {
      setVal("gameid", pgd.gameid);
      setVal("description", pgd.description);
}

GameDescriptor::GameDescriptor(const PlainGameDescriptorGUIOpts &pgd) {
      setVal("gameid", pgd.gameid);
      setVal("description", pgd.description);

      if (pgd.guioptions != 0)
            setVal("guioptions", Common::getGameGUIOptionsDescription(pgd.guioptions));
}

GameDescriptor::GameDescriptor(const Common::String &g, const Common::String &d, Common::Language l, Common::Platform p, uint32 guioptions) {
      setVal("gameid", g);
      setVal("description", d);
      if (l != Common::UNK_LANG)
            setVal("language", Common::getLanguageCode(l));
      if (p != Common::kPlatformUnknown)
            setVal("platform", Common::getPlatformCode(p));
      if (guioptions != 0)
            setVal("guioptions", Common::getGameGUIOptionsDescription(guioptions));
}

void GameDescriptor::setGUIOptions(uint32 guioptions) {
      if (guioptions != 0)
            setVal("guioptions", Common::getGameGUIOptionsDescription(guioptions));
      else
            erase("guioptions");
}

void GameDescriptor::appendGUIOptions(const Common::String &str) {
      setVal("guioptions", getVal("guioptions", "") + " " + str);
}

00080 void GameDescriptor::updateDesc(const char *extra) {
      // TODO: The format used here (LANG/PLATFORM/EXTRA) is not set in stone.
      // We may want to change the order (PLATFORM/EXTRA/LANG, anybody?), or
      // the seperator (instead of '/' use ', ' or ' ').
      const bool hasCustomLanguage = (language() != Common::UNK_LANG);
      const bool hasCustomPlatform = (platform() != Common::kPlatformUnknown);
      const bool hasExtraDesc = (extra && extra[0]);

      // Adapt the description string if custom platform/language is set.
      if (hasCustomLanguage || hasCustomPlatform || hasExtraDesc) {
            Common::String descr = description();

            descr += " (";
            if (hasExtraDesc)
                  descr += extra;
            if (hasCustomPlatform) {
                  if (hasExtraDesc)
                        descr += "/";
                  descr += Common::getPlatformDescription(platform());
            }
            if (hasCustomLanguage) {
                  if (hasExtraDesc || hasCustomPlatform)
                        descr += "/";
                  descr += Common::getLanguageDescription(language());
            }
            descr += ")";
            setVal("description", descr);
      }
}

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