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author | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
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committer | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
commit | b4090ead4d4334e08725323ff72fd355c93b63d5 (patch) | |
tree | 4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/base_scriptable.cpp | |
parent | df80820184c90a87511f0cabdca4addb9fa13a66 (diff) | |
download | scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.gz scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.bz2 scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.zip |
WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/base_scriptable.cpp')
-rw-r--r-- | engines/wintermute/base/base_scriptable.cpp | 382 |
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 |