/* 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; int32 _valInt; double _valFloat; char *_valString; public: TValType _type; ScValue(BaseGame *inGame); ScValue(BaseGame *inGame, bool Val); ScValue(BaseGame *inGame, int32 Val); ScValue(BaseGame *inGame, double Val); ScValue(BaseGame *inGame, const char *Val); virtual ~ScValue(); Common::HashMap _valObject; Common::HashMap::iterator _valIter; bool setProperty(const char *propName, int32 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