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authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/base_scriptable.cpp
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
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WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/base_scriptable.cpp')
-rw-r--r--engines/wintermute/base/base_scriptable.cpp382
1 files changed, 191 insertions, 191 deletions
diff --git a/engines/wintermute/base/base_scriptable.cpp b/engines/wintermute/base/base_scriptable.cpp
index 6e5b30f7b6..143934402b 100644
--- a/engines/wintermute/base/base_scriptable.cpp
+++ b/engines/wintermute/base/base_scriptable.cpp
@@ -1,191 +1,191 @@
-/* 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.
- *
- */
-
-/*
- * 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_scriptable.h"
-#include "engines/wintermute/base/scriptables/script_value.h"
-#include "engines/wintermute/base/base_persistence_manager.h"
-
-namespace Wintermute {
-
-IMPLEMENT_PERSISTENT(BaseScriptable, false)
-
-//////////////////////////////////////////////////////////////////////////
-BaseScriptable::BaseScriptable(BaseGame *inGame, bool noValue, bool persistable) : BaseNamedObject(inGame) {
- _refCount = 0;
-
- if (noValue) {
- _scValue = NULL;
- } else {
- _scValue = new ScValue(_gameRef);
- }
-
- _persistable = persistable;
-
- _scProp = NULL;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-BaseScriptable::~BaseScriptable() {
- //if (_refCount>0) _gameRef->LOG(0, "Warning: Destroying object, _refCount=%d", _refCount);
- delete _scValue;
- delete _scProp;
- _scValue = NULL;
- _scProp = NULL;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-// high level scripting interface
-//////////////////////////////////////////////////////////////////////////
-bool BaseScriptable::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
- /*
- stack->correctParams(0);
- stack->pushNULL();
- script->runtimeError("Call to undefined method '%s'.", name);
-
- return STATUS_OK;
- */
- return STATUS_FAILED;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-ScValue *BaseScriptable::scGetProperty(const char *name) {
- if (!_scProp) {
- _scProp = new ScValue(_gameRef);
- }
- if (_scProp) {
- return _scProp->getProp(name);
- } else {
- return NULL;
- }
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseScriptable::scSetProperty(const char *name, ScValue *value) {
- if (!_scProp) {
- _scProp = new ScValue(_gameRef);
- }
- if (_scProp) {
- return _scProp->setProp(name, value);
- } else {
- return STATUS_FAILED;
- }
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-const char *BaseScriptable::scToString() {
- return "[native object]";
-}
-
-//////////////////////////////////////////////////////////////////////////
-void *BaseScriptable::scToMemBuffer() {
- return (void *)NULL;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-int BaseScriptable::scToInt() {
- return 0;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-double BaseScriptable::scToFloat() {
- return 0.0f;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseScriptable::scToBool() {
- return false;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseScriptable::scSetString(const char *val) {
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseScriptable::scSetInt(int val) {
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseScriptable::scSetFloat(double val) {
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-void BaseScriptable::scSetBool(bool val) {
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseScriptable::persist(BasePersistenceManager *persistMgr) {
- persistMgr->transfer(TMEMBER(_gameRef));
- persistMgr->transfer(TMEMBER(_refCount));
- persistMgr->transfer(TMEMBER(_scProp));
- persistMgr->transfer(TMEMBER(_scValue));
-
- return STATUS_OK;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-int BaseScriptable::scCompare(BaseScriptable *val) {
- if (this < val) {
- return -1;
- } else if (this > val) {
- return 1;
- } else {
- return 0;
- }
-}
-
-//////////////////////////////////////////////////////////////////////////
-void BaseScriptable::scDebuggerDesc(char *buf, int bufSize) {
- strcpy(buf, scToString());
-}
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseScriptable::canHandleMethod(const char *eventMethod) {
- return false;
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-ScScript *BaseScriptable::invokeMethodThread(const char *methodName) {
- return NULL;
-}
-
-} // end of namespace Wintermute
+/* 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.
+ *
+ */
+
+/*
+ * 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_scriptable.h"
+#include "engines/wintermute/base/scriptables/script_value.h"
+#include "engines/wintermute/base/base_persistence_manager.h"
+
+namespace Wintermute {
+
+IMPLEMENT_PERSISTENT(BaseScriptable, false)
+
+//////////////////////////////////////////////////////////////////////////
+BaseScriptable::BaseScriptable(BaseGame *inGame, bool noValue, bool persistable) : BaseNamedObject(inGame) {
+ _refCount = 0;
+
+ if (noValue) {
+ _scValue = NULL;
+ } else {
+ _scValue = new ScValue(_gameRef);
+ }
+
+ _persistable = persistable;
+
+ _scProp = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BaseScriptable::~BaseScriptable() {
+ //if (_refCount>0) _gameRef->LOG(0, "Warning: Destroying object, _refCount=%d", _refCount);
+ delete _scValue;
+ delete _scProp;
+ _scValue = NULL;
+ _scProp = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+// high level scripting interface
+//////////////////////////////////////////////////////////////////////////
+bool BaseScriptable::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
+ /*
+ stack->correctParams(0);
+ stack->pushNULL();
+ script->runtimeError("Call to undefined method '%s'.", name);
+
+ return STATUS_OK;
+ */
+ return STATUS_FAILED;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScValue *BaseScriptable::scGetProperty(const char *name) {
+ if (!_scProp) {
+ _scProp = new ScValue(_gameRef);
+ }
+ if (_scProp) {
+ return _scProp->getProp(name);
+ } else {
+ return NULL;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseScriptable::scSetProperty(const char *name, ScValue *value) {
+ if (!_scProp) {
+ _scProp = new ScValue(_gameRef);
+ }
+ if (_scProp) {
+ return _scProp->setProp(name, value);
+ } else {
+ return STATUS_FAILED;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+const char *BaseScriptable::scToString() {
+ return "[native object]";
+}
+
+//////////////////////////////////////////////////////////////////////////
+void *BaseScriptable::scToMemBuffer() {
+ return (void *)NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int BaseScriptable::scToInt() {
+ return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+double BaseScriptable::scToFloat() {
+ return 0.0f;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseScriptable::scToBool() {
+ return false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void BaseScriptable::scSetString(const char *val) {
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void BaseScriptable::scSetInt(int val) {
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void BaseScriptable::scSetFloat(double val) {
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void BaseScriptable::scSetBool(bool val) {
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseScriptable::persist(BasePersistenceManager *persistMgr) {
+ persistMgr->transfer(TMEMBER(_gameRef));
+ persistMgr->transfer(TMEMBER(_refCount));
+ persistMgr->transfer(TMEMBER(_scProp));
+ persistMgr->transfer(TMEMBER(_scValue));
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int BaseScriptable::scCompare(BaseScriptable *val) {
+ if (this < val) {
+ return -1;
+ } else if (this > val) {
+ return 1;
+ } else {
+ return 0;
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+void BaseScriptable::scDebuggerDesc(char *buf, int bufSize) {
+ strcpy(buf, scToString());
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseScriptable::canHandleMethod(const char *eventMethod) {
+ return false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScScript *BaseScriptable::invokeMethodThread(const char *methodName) {
+ return NULL;
+}
+
+} // end of namespace Wintermute