/* 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/scriptables/script_ext_object.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/base/scriptables/script_stack.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// IMPLEMENT_PERSISTENT(SXObject, false) BaseScriptable *makeSXObject(BaseGame *inGame, ScStack *stack) { return new SXObject(inGame, stack); } ////////////////////////////////////////////////////////////////////////// SXObject::SXObject(BaseGame *inGame, ScStack *stack) : BaseObject(inGame) { int numParams = stack->pop()->getInt(0); for (int i = 0; i < numParams; i++) { addScript(stack->pop()->getString()); } } ////////////////////////////////////////////////////////////////////////// SXObject::~SXObject() { } ////////////////////////////////////////////////////////////////////////// bool SXObject::persist(BasePersistenceManager *persistMgr) { BaseObject::persist(persistMgr); return STATUS_OK; } } // End of namespace Wintermute