/* 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/dcgf.h" #include "engines/wintermute/BScriptable.h" #include "engines/wintermute/scriptables/ScValue.h" #include "engines/wintermute/BPersistMgr.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CBScriptable, false) ////////////////////////////////////////////////////////////////////////// CBScriptable::CBScriptable(CBGame *inGame, bool NoValue, bool Persistable): CBNamedObject(inGame) { m_RefCount = 0; if (NoValue) m_ScValue = NULL; else m_ScValue = new CScValue(Game); m_Persistable = Persistable; m_ScProp = NULL; } ////////////////////////////////////////////////////////////////////////// CBScriptable::~CBScriptable() { //if(m_RefCount>0) Game->LOG(0, "Warning: Destroying object, m_RefCount=%d", m_RefCount); delete m_ScValue; delete m_ScProp; m_ScValue = NULL; m_ScProp = NULL; } ////////////////////////////////////////////////////////////////////////// // high level scripting interface ////////////////////////////////////////////////////////////////////////// HRESULT CBScriptable::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name) { /* Stack->CorrectParams(0); Stack->PushNULL(); Script->RuntimeError("Call to undefined method '%s'.", Name); return S_OK; */ return E_FAIL; } ////////////////////////////////////////////////////////////////////////// CScValue *CBScriptable::ScGetProperty(char *Name) { if (!m_ScProp) m_ScProp = new CScValue(Game); if (m_ScProp) return m_ScProp->GetProp(Name); else return NULL; } ////////////////////////////////////////////////////////////////////////// HRESULT CBScriptable::ScSetProperty(char *Name, CScValue *Value) { if (!m_ScProp) m_ScProp = new CScValue(Game); if (m_ScProp) return m_ScProp->SetProp(Name, Value); else return E_FAIL; } ////////////////////////////////////////////////////////////////////////// char *CBScriptable::ScToString() { return "[native object]"; } ////////////////////////////////////////////////////////////////////////// void *CBScriptable::ScToMemBuffer() { return (void *)NULL; } ////////////////////////////////////////////////////////////////////////// int CBScriptable::ScToInt() { return 0; } ////////////////////////////////////////////////////////////////////////// double CBScriptable::ScToFloat() { return 0.0f; } ////////////////////////////////////////////////////////////////////////// bool CBScriptable::ScToBool() { return false; } ////////////////////////////////////////////////////////////////////////// void CBScriptable::ScSetString(const char *Val) { } ////////////////////////////////////////////////////////////////////////// void CBScriptable::ScSetInt(int Val) { } ////////////////////////////////////////////////////////////////////////// void CBScriptable::ScSetFloat(double Val) { } ////////////////////////////////////////////////////////////////////////// void CBScriptable::ScSetBool(bool Val) { } ////////////////////////////////////////////////////////////////////////// HRESULT CBScriptable::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(Game)); PersistMgr->Transfer(TMEMBER(m_RefCount)); PersistMgr->Transfer(TMEMBER(m_ScProp)); PersistMgr->Transfer(TMEMBER(m_ScValue)); return S_OK; } ////////////////////////////////////////////////////////////////////////// int CBScriptable::ScCompare(CBScriptable *Val) { if (this < Val) return -1; else if (this > Val) return 1; else return 0; } ////////////////////////////////////////////////////////////////////////// void CBScriptable::ScDebuggerDesc(char *Buf, int BufSize) { strcpy(Buf, ScToString()); } ////////////////////////////////////////////////////////////////////////// bool CBScriptable::CanHandleMethod(char *EventMethod) { return false; } ////////////////////////////////////////////////////////////////////////// CScScript *CBScriptable::InvokeMethodThread(char *MethodName) { return NULL; } ////////////////////////////////////////////////////////////////////////// // IWmeDebugObject ////////////////////////////////////////////////////////////////////////// const char *CBScriptable::DbgGetNativeClass() { return GetClassName(); } ////////////////////////////////////////////////////////////////////////// IWmeDebugProp *CBScriptable::DbgGetProperty(const char *Name) { return ScGetProperty((char *)Name); } } // end of namespace WinterMute