mirror of
https://github.com/libretro/scummvm.git
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189 lines
5.5 KiB
C++
189 lines
5.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* 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,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/dcgf.h"
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#include "engines/wintermute/BScriptable.h"
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#include "engines/wintermute/scriptables/ScValue.h"
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#include "engines/wintermute/BPersistMgr.h"
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namespace WinterMute {
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IMPLEMENT_PERSISTENT(CBScriptable, false)
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//////////////////////////////////////////////////////////////////////////
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CBScriptable::CBScriptable(CBGame *inGame, bool NoValue, bool Persistable): CBNamedObject(inGame) {
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_refCount = 0;
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if (NoValue) _scValue = NULL;
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else _scValue = new CScValue(Game);
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_persistable = Persistable;
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_scProp = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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CBScriptable::~CBScriptable() {
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//if(_refCount>0) Game->LOG(0, "Warning: Destroying object, _refCount=%d", _refCount);
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delete _scValue;
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delete _scProp;
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_scValue = NULL;
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_scProp = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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// high level scripting interface
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBScriptable::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name) {
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/*
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Stack->CorrectParams(0);
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Stack->PushNULL();
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Script->RuntimeError("Call to undefined method '%s'.", Name);
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return S_OK;
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*/
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return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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CScValue *CBScriptable::ScGetProperty(char *Name) {
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if (!_scProp) _scProp = new CScValue(Game);
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if (_scProp) return _scProp->GetProp(Name);
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else return NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBScriptable::ScSetProperty(char *Name, CScValue *Value) {
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if (!_scProp) _scProp = new CScValue(Game);
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if (_scProp) return _scProp->SetProp(Name, Value);
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else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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char *CBScriptable::ScToString() {
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return "[native object]";
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}
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//////////////////////////////////////////////////////////////////////////
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void *CBScriptable::ScToMemBuffer() {
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return (void *)NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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int CBScriptable::ScToInt() {
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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double CBScriptable::ScToFloat() {
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return 0.0f;
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}
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//////////////////////////////////////////////////////////////////////////
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bool CBScriptable::ScToBool() {
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return false;
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}
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//////////////////////////////////////////////////////////////////////////
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void CBScriptable::ScSetString(const char *Val) {
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}
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//////////////////////////////////////////////////////////////////////////
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void CBScriptable::ScSetInt(int Val) {
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}
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//////////////////////////////////////////////////////////////////////////
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void CBScriptable::ScSetFloat(double Val) {
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}
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//////////////////////////////////////////////////////////////////////////
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void CBScriptable::ScSetBool(bool Val) {
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBScriptable::Persist(CBPersistMgr *PersistMgr) {
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PersistMgr->Transfer(TMEMBER(Game));
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PersistMgr->Transfer(TMEMBER(_refCount));
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PersistMgr->Transfer(TMEMBER(_scProp));
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PersistMgr->Transfer(TMEMBER(_scValue));
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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int CBScriptable::ScCompare(CBScriptable *Val) {
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if (this < Val) return -1;
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else if (this > Val) return 1;
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else return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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void CBScriptable::ScDebuggerDesc(char *Buf, int BufSize) {
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strcpy(Buf, ScToString());
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}
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//////////////////////////////////////////////////////////////////////////
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bool CBScriptable::CanHandleMethod(char *EventMethod) {
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return false;
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}
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//////////////////////////////////////////////////////////////////////////
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CScScript *CBScriptable::InvokeMethodThread(char *MethodName) {
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return NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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// IWmeDebugObject
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//////////////////////////////////////////////////////////////////////////
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const char *CBScriptable::DbgGetNativeClass() {
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return GetClassName();
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}
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//////////////////////////////////////////////////////////////////////////
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IWmeDebugProp *CBScriptable::DbgGetProperty(const char *Name) {
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return ScGetProperty((char *)Name);
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}
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} // end of namespace WinterMute
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