/* 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/base/BScriptable.h" #include "engines/wintermute/base/scriptables/ScValue.h" #include "engines/wintermute/base/BPersistMgr.h" namespace WinterMute { IMPLEMENT_PERSISTENT(CBScriptable, false) ////////////////////////////////////////////////////////////////////////// CBScriptable::CBScriptable(CBGame *inGame, bool noValue, bool persistable): CBNamedObject(inGame) { _refCount = 0; if (noValue) _scValue = NULL; else _scValue = new CScValue(_gameRef); _persistable = persistable; _scProp = NULL; } ////////////////////////////////////////////////////////////////////////// CBScriptable::~CBScriptable() { //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 CBScriptable::scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name) { /* stack->correctParams(0); stack->pushNULL(); script->runtimeError("Call to undefined method '%s'.", name); return STATUS_OK; */ return STATUS_FAILED; } ////////////////////////////////////////////////////////////////////////// CScValue *CBScriptable::scGetProperty(const char *name) { if (!_scProp) _scProp = new CScValue(_gameRef); if (_scProp) return _scProp->getProp(name); else return NULL; } ////////////////////////////////////////////////////////////////////////// bool CBScriptable::scSetProperty(const char *name, CScValue *value) { if (!_scProp) _scProp = new CScValue(_gameRef); if (_scProp) return _scProp->setProp(name, value); else return STATUS_FAILED; } ////////////////////////////////////////////////////////////////////////// const 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) { } ////////////////////////////////////////////////////////////////////////// bool CBScriptable::persist(CBPersistMgr *persistMgr) { persistMgr->transfer(TMEMBER(_gameRef)); persistMgr->transfer(TMEMBER(_refCount)); persistMgr->transfer(TMEMBER(_scProp)); persistMgr->transfer(TMEMBER(_scValue)); return STATUS_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(const char *eventMethod) { return false; } ////////////////////////////////////////////////////////////////////////// CScScript *CBScriptable::invokeMethodThread(const char *methodName) { return NULL; } ////////////////////////////////////////////////////////////////////////// // IWmeDebugObject ////////////////////////////////////////////////////////////////////////// const char *CBScriptable::dbgGetNativeClass() { return getClassName(); } ////////////////////////////////////////////////////////////////////////// IWmeDebugProp *CBScriptable::dbgGetProperty(const char *name) { return scGetProperty(name); } } // end of namespace WinterMute