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/* 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;
}
} // End of namespace Wintermute
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