scummvm/engines/wintermute/BScriptable.cpp

189 lines
5.5 KiB
C++
Raw Normal View History

2012-03-06 01:44:24 +00:00
/* 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/dcgf.h"
#include "engines/wintermute/BScriptable.h"
#include "engines/wintermute/scriptables/ScValue.h"
#include "engines/wintermute/BPersistMgr.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CBScriptable, false)
//////////////////////////////////////////////////////////////////////////
CBScriptable::CBScriptable(CBGame *inGame, bool NoValue, bool Persistable): CBNamedObject(inGame) {
m_RefCount = 0;
if (NoValue) m_ScValue = NULL;
else m_ScValue = new CScValue(Game);
m_Persistable = Persistable;
m_ScProp = NULL;
}
//////////////////////////////////////////////////////////////////////////
CBScriptable::~CBScriptable() {
//if(m_RefCount>0) Game->LOG(0, "Warning: Destroying object, m_RefCount=%d", m_RefCount);
delete m_ScValue;
delete m_ScProp;
m_ScValue = NULL;
m_ScProp = NULL;
}
//////////////////////////////////////////////////////////////////////////
// high level scripting interface
//////////////////////////////////////////////////////////////////////////
HRESULT CBScriptable::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name) {
/*
Stack->CorrectParams(0);
Stack->PushNULL();
Script->RuntimeError("Call to undefined method '%s'.", Name);
return S_OK;
*/
return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
CScValue *CBScriptable::ScGetProperty(char *Name) {
if (!m_ScProp) m_ScProp = new CScValue(Game);
if (m_ScProp) return m_ScProp->GetProp(Name);
else return NULL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBScriptable::ScSetProperty(char *Name, CScValue *Value) {
if (!m_ScProp) m_ScProp = new CScValue(Game);
if (m_ScProp) return m_ScProp->SetProp(Name, Value);
else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
char *CBScriptable::ScToString() {
return "[native object]";
}
//////////////////////////////////////////////////////////////////////////
void *CBScriptable::ScToMemBuffer() {
return (void *)NULL;
}
//////////////////////////////////////////////////////////////////////////
int CBScriptable::ScToInt() {
return 0;
}
//////////////////////////////////////////////////////////////////////////
double CBScriptable::ScToFloat() {
return 0.0f;
}
//////////////////////////////////////////////////////////////////////////
bool CBScriptable::ScToBool() {
return false;
}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::ScSetString(const char *Val) {
}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::ScSetInt(int Val) {
}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::ScSetFloat(double Val) {
}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::ScSetBool(bool Val) {
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBScriptable::Persist(CBPersistMgr *PersistMgr) {
PersistMgr->Transfer(TMEMBER(Game));
PersistMgr->Transfer(TMEMBER(m_RefCount));
PersistMgr->Transfer(TMEMBER(m_ScProp));
PersistMgr->Transfer(TMEMBER(m_ScValue));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
int CBScriptable::ScCompare(CBScriptable *Val) {
if (this < Val) return -1;
else if (this > Val) return 1;
else return 0;
}
//////////////////////////////////////////////////////////////////////////
void CBScriptable::ScDebuggerDesc(char *Buf, int BufSize) {
strcpy(Buf, ScToString());
}
//////////////////////////////////////////////////////////////////////////
bool CBScriptable::CanHandleMethod(char *EventMethod) {
return false;
}
//////////////////////////////////////////////////////////////////////////
CScScript *CBScriptable::InvokeMethodThread(char *MethodName) {
return NULL;
}
//////////////////////////////////////////////////////////////////////////
// IWmeDebugObject
//////////////////////////////////////////////////////////////////////////
const char *CBScriptable::DbgGetNativeClass() {
return GetClassName();
}
//////////////////////////////////////////////////////////////////////////
IWmeDebugProp *CBScriptable::DbgGetProperty(const char *Name) {
return ScGetProperty((char *)Name);
}
} // end of namespace WinterMute