scummvm/engines/wintermute/Base/BScriptable.cpp

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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.
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* 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.
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* 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"
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namespace WinterMute {
IMPLEMENT_PERSISTENT(CBScriptable, false)
//////////////////////////////////////////////////////////////////////////
CBScriptable::CBScriptable(CBGame *inGame, bool noValue, bool persistable): CBNamedObject(inGame) {
_refCount = 0;
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if (noValue) _scValue = NULL;
else _scValue = new CScValue(Game);
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_persistable = persistable;
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_scProp = NULL;
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}
//////////////////////////////////////////////////////////////////////////
CBScriptable::~CBScriptable() {
//if(_refCount>0) Game->LOG(0, "Warning: Destroying object, _refCount=%d", _refCount);
delete _scValue;
delete _scProp;
_scValue = NULL;
_scProp = NULL;
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}
//////////////////////////////////////////////////////////////////////////
// high level scripting interface
//////////////////////////////////////////////////////////////////////////
ERRORCODE CBScriptable::scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name) {
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/*
stack->correctParams(0);
stack->pushNULL();
script->runtimeError("Call to undefined method '%s'.", name);
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return STATUS_OK;
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*/
return STATUS_FAILED;
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}
//////////////////////////////////////////////////////////////////////////
CScValue *CBScriptable::scGetProperty(const char *name) {
if (!_scProp) _scProp = new CScValue(Game);
if (_scProp) return _scProp->getProp(name);
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else return NULL;
}
//////////////////////////////////////////////////////////////////////////
ERRORCODE CBScriptable::scSetProperty(const char *name, CScValue *value) {
if (!_scProp) _scProp = new CScValue(Game);
if (_scProp) return _scProp->setProp(name, value);
else return STATUS_FAILED;
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}
//////////////////////////////////////////////////////////////////////////
const char *CBScriptable::scToString() {
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return "[native object]";
}
//////////////////////////////////////////////////////////////////////////
void *CBScriptable::scToMemBuffer() {
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return (void *)NULL;
}
//////////////////////////////////////////////////////////////////////////
int CBScriptable::scToInt() {
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return 0;
}
//////////////////////////////////////////////////////////////////////////
double CBScriptable::scToFloat() {
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return 0.0f;
}
//////////////////////////////////////////////////////////////////////////
bool CBScriptable::scToBool() {
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return false;
}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::scSetString(const char *val) {
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}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::scSetInt(int val) {
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}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::scSetFloat(double val) {
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}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::scSetBool(bool val) {
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}
//////////////////////////////////////////////////////////////////////////
ERRORCODE CBScriptable::persist(CBPersistMgr *persistMgr) {
persistMgr->transfer(TMEMBER(Game));
persistMgr->transfer(TMEMBER(_refCount));
persistMgr->transfer(TMEMBER(_scProp));
persistMgr->transfer(TMEMBER(_scValue));
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return STATUS_OK;
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}
//////////////////////////////////////////////////////////////////////////
int CBScriptable::scCompare(CBScriptable *val) {
if (this < val) return -1;
else if (this > val) return 1;
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else return 0;
}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::scDebuggerDesc(char *buf, int bufSize) {
strcpy(buf, scToString());
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}
//////////////////////////////////////////////////////////////////////////
bool CBScriptable::canHandleMethod(const char *eventMethod) {
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return false;
}
//////////////////////////////////////////////////////////////////////////
CScScript *CBScriptable::invokeMethodThread(const char *methodName) {
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return NULL;
}
//////////////////////////////////////////////////////////////////////////
// IWmeDebugObject
//////////////////////////////////////////////////////////////////////////
const char *CBScriptable::dbgGetNativeClass() {
return getClassName();
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}
//////////////////////////////////////////////////////////////////////////
IWmeDebugProp *CBScriptable::dbgGetProperty(const char *name) {
return scGetProperty(name);
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}
} // end of namespace WinterMute