/* 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 = nullptr; } else { _scValue = new ScValue(_gameRef); } _persistable = persistable; _scProp = nullptr; } ////////////////////////////////////////////////////////////////////////// BaseScriptable::~BaseScriptable() { //if (_refCount>0) BaseEngine::LOG(0, "Warning: Destroying object, _refCount=%d", _refCount); delete _scValue; delete _scProp; _scValue = nullptr; _scProp = nullptr; } ////////////////////////////////////////////////////////////////////////// // 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 Common::String &name) { if (!_scProp) { _scProp = new ScValue(_gameRef); } if (_scProp) { return _scProp->getProp(name.c_str()); // TODO: Change to Common::String } else { return nullptr; } } ////////////////////////////////////////////////////////////////////////// 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->transferPtr(TMEMBER_PTR(_gameRef)); persistMgr->transferSint32(TMEMBER(_refCount)); persistMgr->transferPtr(TMEMBER_PTR(_scProp)); persistMgr->transferPtr(TMEMBER_PTR(_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) const { return false; } ////////////////////////////////////////////////////////////////////////// ScScript *BaseScriptable::invokeMethodThread(const char *methodName) { return nullptr; } Common::String BaseScriptable::debuggerToString() const { return Common::String::format("%p: BaseScriptable %s", (const void *)this, getName()); } } // End of namespace Wintermute