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+/* 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
+ */
+
+#ifndef WINTERMUTE_SCVALUE_H
+#define WINTERMUTE_SCVALUE_H
+
+
+#include "engines/wintermute/base/base.h"
+#include "engines/wintermute/persistent.h"
+#include "engines/wintermute/base/scriptables/dcscript.h" // Added by ClassView
+#include "common/str.h"
+
+namespace Wintermute {
+
+class ScScript;
+class BaseScriptable;
+
+class ScValue : public BaseClass {
+public:
+ static int compare(ScValue *val1, ScValue *val2);
+ static int compareStrict(ScValue *val1, ScValue *val2);
+ TValType getTypeTolerant();
+ void cleanup(bool ignoreNatives = false);
+ DECLARE_PERSISTENT(ScValue, BaseClass)
+
+ bool _isConstVar;
+ bool saveAsText(BaseDynamicBuffer *buffer, int indent);
+ void setValue(ScValue *val);
+ bool _persistent;
+ bool propExists(const char *name);
+ void copy(ScValue *orig, bool copyWhole = false);
+ void setStringVal(const char *val);
+ TValType getType();
+ bool getBool(bool defaultVal = false);
+ int getInt(int defaultVal = 0);
+ double getFloat(double defaultVal = 0.0f);
+ const char *getString();
+ void *getMemBuffer();
+ BaseScriptable *getNative();
+ bool deleteProp(const char *name);
+ void deleteProps();
+ void CleanProps(bool includingNatives);
+ void setBool(bool val);
+ void setInt(int val);
+ void setFloat(double val);
+ void setString(const char *val);
+ void setString(const Common::String &val);
+ void setNULL();
+ void setNative(BaseScriptable *val, bool persistent = false);
+ void setObject();
+ void setReference(ScValue *val);
+ bool isNULL();
+ bool isNative();
+ bool isString();
+ bool isBool();
+ bool isFloat();
+ bool isInt();
+ bool isObject();
+ bool setProp(const char *name, ScValue *val, bool copyWhole = false, bool setAsConst = false);
+ ScValue *getProp(const char *name);
+ BaseScriptable *_valNative;
+ ScValue *_valRef;
+private:
+ bool _valBool;
+ int _valInt;
+ double _valFloat;
+ char *_valString;
+public:
+ TValType _type;
+ ScValue(BaseGame *inGame);
+ ScValue(BaseGame *inGame, bool Val);
+ ScValue(BaseGame *inGame, int Val);
+ ScValue(BaseGame *inGame, double Val);
+ ScValue(BaseGame *inGame, const char *Val);
+ virtual ~ScValue();
+ Common::HashMap<Common::String, ScValue *> _valObject;
+ Common::HashMap<Common::String, ScValue *>::iterator _valIter;
+
+ bool setProperty(const char *propName, int value);
+ bool setProperty(const char *propName, const char *value);
+ bool setProperty(const char *propName, double value);
+ bool setProperty(const char *propName, bool value);
+ bool setProperty(const char *propName);
+};
+
+} // end of namespace Wintermute
+
+#endif