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Diffstat (limited to 'engines/wintermute/base/scriptables/script_value.cpp')
-rw-r--r--engines/wintermute/base/scriptables/script_value.cpp995
1 files changed, 995 insertions, 0 deletions
diff --git a/engines/wintermute/base/scriptables/script_value.cpp b/engines/wintermute/base/scriptables/script_value.cpp
new file mode 100644
index 0000000000..0bc7ab5807
--- /dev/null
+++ b/engines/wintermute/base/scriptables/script_value.cpp
@@ -0,0 +1,995 @@
+/* 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/platform_osystem.h"
+#include "engines/wintermute/base/base_dynamic_buffer.h"
+#include "engines/wintermute/base/base_game.h"
+#include "engines/wintermute/base/scriptables/script_value.h"
+#include "engines/wintermute/base/scriptables/script.h"
+#include "engines/wintermute/utils/string_util.h"
+#include "engines/wintermute/base/base_scriptable.h"
+
+namespace Wintermute {
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+IMPLEMENT_PERSISTENT(ScValue, false)
+
+//////////////////////////////////////////////////////////////////////////
+ScValue::ScValue(BaseGame *inGame) : BaseClass(inGame) {
+ _type = VAL_NULL;
+
+ _valBool = false;
+ _valInt = 0;
+ _valFloat = 0.0f;
+ _valNative = NULL;
+ _valString = NULL;
+ _valRef = NULL;
+ _persistent = false;
+ _isConstVar = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScValue::ScValue(BaseGame *inGame, bool val) : BaseClass(inGame) {
+ _type = VAL_BOOL;
+ _valBool = val;
+
+ _valInt = 0;
+ _valFloat = 0.0f;
+ _valNative = NULL;
+ _valString = NULL;
+ _valRef = NULL;
+ _persistent = false;
+ _isConstVar = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScValue::ScValue(BaseGame *inGame, int val) : BaseClass(inGame) {
+ _type = VAL_INT;
+ _valInt = val;
+
+ _valFloat = 0.0f;
+ _valBool = false;
+ _valNative = NULL;
+ _valString = NULL;
+ _valRef = NULL;
+ _persistent = false;
+ _isConstVar = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScValue::ScValue(BaseGame *inGame, double val) : BaseClass(inGame) {
+ _type = VAL_FLOAT;
+ _valFloat = val;
+
+ _valInt = 0;
+ _valBool = false;
+ _valNative = NULL;
+ _valString = NULL;
+ _valRef = NULL;
+ _persistent = false;
+ _isConstVar = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScValue::ScValue(BaseGame *inGame, const char *val) : BaseClass(inGame) {
+ _type = VAL_STRING;
+ _valString = NULL;
+ setStringVal(val);
+
+ _valBool = false;
+ _valInt = 0;
+ _valFloat = 0.0f;
+ _valNative = NULL;
+ _valRef = NULL;
+ _persistent = false;
+ _isConstVar = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::cleanup(bool ignoreNatives) {
+ deleteProps();
+
+ if (_valString) {
+ delete[] _valString;
+ }
+
+ if (!ignoreNatives) {
+ if (_valNative && !_persistent) {
+ _valNative->_refCount--;
+ if (_valNative->_refCount <= 0) {
+ delete _valNative;
+ _valNative = NULL;
+ }
+ }
+ }
+
+
+ _type = VAL_NULL;
+
+ _valBool = false;
+ _valInt = 0;
+ _valFloat = 0.0f;
+ _valNative = NULL;
+ _valString = NULL;
+ _valRef = NULL;
+ _persistent = false;
+ _isConstVar = false;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+ScValue::~ScValue() {
+ cleanup();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ScValue *ScValue::getProp(const char *name) {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getProp(name);
+ }
+
+ if (_type == VAL_STRING && strcmp(name, "Length") == 0) {
+ _gameRef->_scValue->_type = VAL_INT;
+
+ if (_gameRef->_textEncoding == TEXT_ANSI) {
+ _gameRef->_scValue->setInt(strlen(_valString));
+ } else {
+ WideString wstr = StringUtil::utf8ToWide(_valString);
+ _gameRef->_scValue->setInt(wstr.size());
+ }
+
+ return _gameRef->_scValue;
+ }
+
+ ScValue *ret = NULL;
+
+ if (_type == VAL_NATIVE && _valNative) {
+ ret = _valNative->scGetProperty(name);
+ }
+
+ if (ret == NULL) {
+ _valIter = _valObject.find(name);
+ if (_valIter != _valObject.end()) {
+ ret = _valIter->_value;
+ }
+ }
+ return ret;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::deleteProp(const char *name) {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->deleteProp(name);
+ }
+
+ _valIter = _valObject.find(name);
+ if (_valIter != _valObject.end()) {
+ delete _valIter->_value;
+ _valIter->_value = NULL;
+ }
+
+ return STATUS_OK;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::setProp(const char *name, ScValue *val, bool copyWhole, bool setAsConst) {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->setProp(name, val);
+ }
+
+ bool ret = STATUS_FAILED;
+ if (_type == VAL_NATIVE && _valNative) {
+ ret = _valNative->scSetProperty(name, val);
+ }
+
+ if (DID_FAIL(ret)) {
+ ScValue *newVal = NULL;
+
+ _valIter = _valObject.find(name);
+ if (_valIter != _valObject.end()) {
+ newVal = _valIter->_value;
+ }
+ if (!newVal) {
+ newVal = new ScValue(_gameRef);
+ } else {
+ newVal->cleanup();
+ }
+
+ newVal->copy(val, copyWhole);
+ newVal->_isConstVar = setAsConst;
+ _valObject[name] = newVal;
+
+ if (_type != VAL_NATIVE) {
+ _type = VAL_OBJECT;
+ }
+
+ /*
+ _valIter = _valObject.find(Name);
+ if (_valIter != _valObject.end()){
+ delete _valIter->_value;
+ _valIter->_value = NULL;
+ }
+ ScValue* val = new ScValue(_gameRef);
+ val->Copy(Val, CopyWhole);
+ val->_isConstVar = SetAsConst;
+ _valObject[Name] = val;
+
+ if (_type!=VAL_NATIVE) _type = VAL_OBJECT;
+ */
+ }
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::propExists(const char *name) {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->propExists(name);
+ }
+ _valIter = _valObject.find(name);
+
+ return (_valIter != _valObject.end());
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::deleteProps() {
+ _valIter = _valObject.begin();
+ while (_valIter != _valObject.end()) {
+ delete(ScValue *)_valIter->_value;
+ _valIter++;
+ }
+ _valObject.clear();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::CleanProps(bool includingNatives) {
+ _valIter = _valObject.begin();
+ while (_valIter != _valObject.end()) {
+ if (!_valIter->_value->_isConstVar && (!_valIter->_value->isNative() || includingNatives)) {
+ _valIter->_value->setNULL();
+ }
+ _valIter++;
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::isNULL() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->isNULL();
+ }
+
+ return (_type == VAL_NULL);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::isNative() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->isNative();
+ }
+
+ return (_type == VAL_NATIVE);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::isString() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->isString();
+ }
+
+ return (_type == VAL_STRING);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::isFloat() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->isFloat();
+ }
+
+ return (_type == VAL_FLOAT);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::isInt() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->isInt();
+ }
+
+ return (_type == VAL_INT);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::isBool() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->isBool();
+ }
+
+ return (_type == VAL_BOOL);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::isObject() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->isObject();
+ }
+
+ return (_type == VAL_OBJECT);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+TValType ScValue::getTypeTolerant() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getType();
+ }
+
+ return _type;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setBool(bool val) {
+ if (_type == VAL_VARIABLE_REF) {
+ _valRef->setBool(val);
+ return;
+ }
+
+ if (_type == VAL_NATIVE) {
+ _valNative->scSetBool(val);
+ return;
+ }
+
+ _valBool = val;
+ _type = VAL_BOOL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setInt(int val) {
+ if (_type == VAL_VARIABLE_REF) {
+ _valRef->setInt(val);
+ return;
+ }
+
+ if (_type == VAL_NATIVE) {
+ _valNative->scSetInt(val);
+ return;
+ }
+
+ _valInt = val;
+ _type = VAL_INT;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setFloat(double val) {
+ if (_type == VAL_VARIABLE_REF) {
+ _valRef->setFloat(val);
+ return;
+ }
+
+ if (_type == VAL_NATIVE) {
+ _valNative->scSetFloat(val);
+ return;
+ }
+
+ _valFloat = val;
+ _type = VAL_FLOAT;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setString(const char *val) {
+ if (_type == VAL_VARIABLE_REF) {
+ _valRef->setString(val);
+ return;
+ }
+
+ if (_type == VAL_NATIVE) {
+ _valNative->scSetString(val);
+ return;
+ }
+
+ setStringVal(val);
+ if (_valString) {
+ _type = VAL_STRING;
+ } else {
+ _type = VAL_NULL;
+ }
+}
+
+void ScValue::setString(const Common::String &val) {
+ setString(val.c_str());
+}
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setStringVal(const char *val) {
+ if (_valString) {
+ delete[] _valString;
+ _valString = NULL;
+ }
+
+ if (val == NULL) {
+ _valString = NULL;
+ return;
+ }
+
+ _valString = new char [strlen(val) + 1];
+ if (_valString) {
+ strcpy(_valString, val);
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setNULL() {
+ if (_type == VAL_VARIABLE_REF) {
+ _valRef->setNULL();
+ return;
+ }
+
+ if (_valNative && !_persistent) {
+ _valNative->_refCount--;
+ if (_valNative->_refCount <= 0) {
+ delete _valNative;
+ }
+ }
+ _valNative = NULL;
+ deleteProps();
+
+ _type = VAL_NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setNative(BaseScriptable *val, bool persistent) {
+ if (_type == VAL_VARIABLE_REF) {
+ _valRef->setNative(val, persistent);
+ return;
+ }
+
+ if (val == NULL) {
+ setNULL();
+ } else {
+ if (_valNative && !_persistent) {
+ _valNative->_refCount--;
+ if (_valNative->_refCount <= 0) {
+ if (_valNative != val) {
+ delete _valNative;
+ }
+ _valNative = NULL;
+ }
+ }
+
+ _type = VAL_NATIVE;
+ _persistent = persistent;
+
+ _valNative = val;
+ if (_valNative && !_persistent) {
+ _valNative->_refCount++;
+ }
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setObject() {
+ if (_type == VAL_VARIABLE_REF) {
+ _valRef->setObject();
+ return;
+ }
+
+ deleteProps();
+ _type = VAL_OBJECT;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setReference(ScValue *val) {
+ _valRef = val;
+ _type = VAL_VARIABLE_REF;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::getBool(bool defaultVal) {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getBool();
+ }
+
+ switch (_type) {
+ case VAL_BOOL:
+ return _valBool;
+
+ case VAL_NATIVE:
+ return _valNative->scToBool();
+
+ case VAL_INT:
+ return (_valInt != 0);
+
+ case VAL_FLOAT:
+ return (_valFloat != 0.0f);
+
+ case VAL_STRING:
+ return (scumm_stricmp(_valString, "1") == 0 || scumm_stricmp(_valString, "yes") == 0 || scumm_stricmp(_valString, "true") == 0);
+
+ default:
+ return defaultVal;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int ScValue::getInt(int defaultVal) {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getInt();
+ }
+
+ switch (_type) {
+ case VAL_BOOL:
+ return _valBool ? 1 : 0;
+
+ case VAL_NATIVE:
+ return _valNative->scToInt();
+
+ case VAL_INT:
+ return _valInt;
+
+ case VAL_FLOAT:
+ return (int)_valFloat;
+
+ case VAL_STRING:
+ return atoi(_valString);
+
+ default:
+ return defaultVal;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+double ScValue::getFloat(double defaultVal) {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getFloat();
+ }
+
+ switch (_type) {
+ case VAL_BOOL:
+ return _valBool ? 1.0f : 0.0f;
+
+ case VAL_NATIVE:
+ return _valNative->scToFloat();
+
+ case VAL_INT:
+ return (double)_valInt;
+
+ case VAL_FLOAT:
+ return _valFloat;
+
+ case VAL_STRING:
+ return atof(_valString);
+
+ default:
+ return defaultVal;
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+void *ScValue::getMemBuffer() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getMemBuffer();
+ }
+
+ if (_type == VAL_NATIVE) {
+ return _valNative->scToMemBuffer();
+ } else {
+ return (void *)NULL;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+const char *ScValue::getString() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getString();
+ }
+
+ switch (_type) {
+ case VAL_OBJECT:
+ setStringVal("[object]");
+ break;
+
+ case VAL_NULL:
+ setStringVal("[null]");
+ break;
+
+ case VAL_NATIVE: {
+ const char *strVal = _valNative->scToString();
+ setStringVal(strVal);
+ return strVal;
+ break;
+ }
+
+ case VAL_BOOL:
+ setStringVal(_valBool ? "yes" : "no");
+ break;
+
+ case VAL_INT: {
+ char dummy[50];
+ sprintf(dummy, "%d", _valInt);
+ setStringVal(dummy);
+ break;
+ }
+
+ case VAL_FLOAT: {
+ char dummy[50];
+ sprintf(dummy, "%f", _valFloat);
+ setStringVal(dummy);
+ break;
+ }
+
+ case VAL_STRING:
+ break;
+
+ default:
+ setStringVal("");
+ }
+
+ return _valString;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+BaseScriptable *ScValue::getNative() {
+ if (_type == VAL_VARIABLE_REF) {
+ return _valRef->getNative();
+ }
+
+ if (_type == VAL_NATIVE) {
+ return _valNative;
+ } else {
+ return NULL;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+TValType ScValue::getType() {
+ return _type;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::copy(ScValue *orig, bool copyWhole) {
+ _gameRef = orig->_gameRef;
+
+ if (_valNative && !_persistent) {
+ _valNative->_refCount--;
+ if (_valNative->_refCount <= 0) {
+ if (_valNative != orig->_valNative) {
+ delete _valNative;
+ }
+ _valNative = NULL;
+ }
+ }
+
+ if (orig->_type == VAL_VARIABLE_REF && orig->_valRef && copyWhole) {
+ orig = orig->_valRef;
+ }
+
+ cleanup(true);
+
+ _type = orig->_type;
+ _valBool = orig->_valBool;
+ _valInt = orig->_valInt;
+ _valFloat = orig->_valFloat;
+ setStringVal(orig->_valString);
+
+ _valRef = orig->_valRef;
+ _persistent = orig->_persistent;
+
+ _valNative = orig->_valNative;
+ if (_valNative && !_persistent) {
+ _valNative->_refCount++;
+ }
+//!!!! ref->native++
+
+ // copy properties
+ if (orig->_type == VAL_OBJECT && orig->_valObject.size() > 0) {
+ orig->_valIter = orig->_valObject.begin();
+ while (orig->_valIter != orig->_valObject.end()) {
+ _valObject[orig->_valIter->_key] = new ScValue(_gameRef);
+ _valObject[orig->_valIter->_key]->copy(orig->_valIter->_value);
+ orig->_valIter++;
+ }
+ } else {
+ _valObject.clear();
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void ScValue::setValue(ScValue *val) {
+ if (val->_type == VAL_VARIABLE_REF) {
+ setValue(val->_valRef);
+ return;
+ }
+
+ // if being assigned a simple type, preserve native state
+ if (_type == VAL_NATIVE && (val->_type == VAL_INT || val->_type == VAL_STRING || val->_type == VAL_BOOL)) {
+ switch (val->_type) {
+ case VAL_INT:
+ _valNative->scSetInt(val->getInt());
+ break;
+ case VAL_FLOAT:
+ _valNative->scSetFloat(val->getFloat());
+ break;
+ case VAL_BOOL:
+ _valNative->scSetBool(val->getBool());
+ break;
+ case VAL_STRING:
+ _valNative->scSetString(val->getString());
+ break;
+ default:
+ warning("ScValue::setValue - unhandled enum");
+ break;
+ }
+ }
+ // otherwise just copy everything
+ else {
+ copy(val);
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::persist(BasePersistenceManager *persistMgr) {
+ persistMgr->transfer(TMEMBER(_gameRef));
+
+ persistMgr->transfer(TMEMBER(_persistent));
+ persistMgr->transfer(TMEMBER(_isConstVar));
+ persistMgr->transfer(TMEMBER_INT(_type));
+ persistMgr->transfer(TMEMBER(_valBool));
+ persistMgr->transfer(TMEMBER(_valFloat));
+ persistMgr->transfer(TMEMBER(_valInt));
+ persistMgr->transfer(TMEMBER(_valNative));
+
+ int size;
+ const char *str;
+ if (persistMgr->getIsSaving()) {
+ size = _valObject.size();
+ persistMgr->transfer("", &size);
+ _valIter = _valObject.begin();
+ while (_valIter != _valObject.end()) {
+ str = _valIter->_key.c_str();
+ persistMgr->transfer("", &str);
+ persistMgr->transfer("", &_valIter->_value);
+
+ _valIter++;
+ }
+ } else {
+ ScValue *val;
+ persistMgr->transfer("", &size);
+ for (int i = 0; i < size; i++) {
+ persistMgr->transfer("", &str);
+ persistMgr->transfer("", &val);
+
+ _valObject[str] = val;
+ delete[] str;
+ }
+ }
+
+ persistMgr->transfer(TMEMBER(_valRef));
+ persistMgr->transfer(TMEMBER(_valString));
+
+ /*
+ FILE* f = fopen("c:\\val.log", "a+");
+ switch(_type)
+ {
+ case VAL_STRING:
+ fprintf(f, "str %s\n", _valString);
+ break;
+
+ case VAL_INT:
+ fprintf(f, "int %d\n", _valInt);
+ break;
+
+ case VAL_BOOL:
+ fprintf(f, "bool %d\n", _valBool);
+ break;
+
+ case VAL_NULL:
+ fprintf(f, "null\n");
+ break;
+
+ case VAL_NATIVE:
+ fprintf(f, "native\n");
+ break;
+
+ case VAL_VARIABLE_REF:
+ fprintf(f, "ref\n");
+ break;
+
+ case VAL_OBJECT:
+ fprintf(f, "obj\n");
+ break;
+
+ case VAL_FLOAT:
+ fprintf(f, "float\n");
+ break;
+
+ }
+ fclose(f);
+ */
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::saveAsText(BaseDynamicBuffer *buffer, int indent) {
+ _valIter = _valObject.begin();
+ while (_valIter != _valObject.end()) {
+ buffer->putTextIndent(indent, "PROPERTY {\n");
+ buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", _valIter->_key.c_str());
+ buffer->putTextIndent(indent + 2, "VALUE=\"%s\"\n", _valIter->_value->getString());
+ buffer->putTextIndent(indent, "}\n\n");
+
+ _valIter++;
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+// -1 ... left is less, 0 ... equals, 1 ... left is greater
+int ScValue::compare(ScValue *val1, ScValue *val2) {
+ // both natives?
+ if (val1->isNative() && val2->isNative()) {
+ // same class?
+ if (strcmp(val1->getNative()->getClassName(), val2->getNative()->getClassName()) == 0) {
+ return val1->getNative()->scCompare(val2->getNative());
+ } else {
+ return strcmp(val1->getString(), val2->getString());
+ }
+ }
+
+ // both objects?
+ if (val1->isObject() && val2->isObject()) {
+ return -1;
+ }
+
+
+ // null states
+ if (val1->isNULL() && !val2->isNULL()) {
+ return -1;
+ } else if (!val1->isNULL() && val2->isNULL()) {
+ return 1;
+ } else if (val1->isNULL() && val2->isNULL()) {
+ return 0;
+ }
+
+ // one of them is string? convert both to string
+ if (val1->isString() || val2->isString()) {
+ return strcmp(val1->getString(), val2->getString());
+ }
+
+ // one of them is float?
+ if (val1->isFloat() || val2->isFloat()) {
+ if (val1->getFloat() < val2->getFloat()) {
+ return -1;
+ } else if (val1->getFloat() > val2->getFloat()) {
+ return 1;
+ } else {
+ return 0;
+ }
+ }
+
+ // otherwise compare as int's
+ if (val1->getInt() < val2->getInt()) {
+ return -1;
+ } else if (val1->getInt() > val2->getInt()) {
+ return 1;
+ } else {
+ return 0;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int ScValue::compareStrict(ScValue *val1, ScValue *val2) {
+ if (val1->getTypeTolerant() != val2->getTypeTolerant()) {
+ return -1;
+ } else {
+ return ScValue::compare(val1, val2);
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::setProperty(const char *propName, int value) {
+ ScValue *val = new ScValue(_gameRef, value);
+ bool ret = DID_SUCCEED(setProp(propName, val));
+ delete val;
+ return ret;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::setProperty(const char *propName, const char *value) {
+ ScValue *val = new ScValue(_gameRef, value);
+ bool ret = DID_SUCCEED(setProp(propName, val));
+ delete val;
+ return ret;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::setProperty(const char *propName, double value) {
+ ScValue *val = new ScValue(_gameRef, value);
+ bool ret = DID_SUCCEED(setProp(propName, val));
+ delete val;
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::setProperty(const char *propName, bool value) {
+ ScValue *val = new ScValue(_gameRef, value);
+ bool ret = DID_SUCCEED(setProp(propName, val));
+ delete val;
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool ScValue::setProperty(const char *propName) {
+ ScValue *val = new ScValue(_gameRef);
+ bool ret = DID_SUCCEED(setProp(propName, val));
+ delete val;
+ return ret;
+}
+
+} // end of namespace Wintermute