mirror of
https://github.com/libretro/scummvm.git
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192 lines
5.2 KiB
C++
192 lines
5.2 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/base/base_scriptable.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/base/base_persistence_manager.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(BaseScriptable, false)
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//////////////////////////////////////////////////////////////////////////
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BaseScriptable::BaseScriptable(BaseGame *inGame, bool noValue, bool persistable) : BaseNamedObject(inGame) {
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_refCount = 0;
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if (noValue) {
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_scValue = nullptr;
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} else {
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_scValue = new ScValue(_gameRef);
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}
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_persistable = persistable;
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_scProp = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseScriptable::~BaseScriptable() {
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//if (_refCount>0) BaseEngine::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 = nullptr;
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_scProp = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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// high level scripting interface
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//////////////////////////////////////////////////////////////////////////
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bool BaseScriptable::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const 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 STATUS_OK;
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*/
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return STATUS_FAILED;
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *BaseScriptable::scGetProperty(const Common::String &name) {
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if (!_scProp) {
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_scProp = new ScValue(_gameRef);
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}
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if (_scProp) {
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return _scProp->getProp(name.c_str()); // TODO: Change to Common::String
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseScriptable::scSetProperty(const char *name, ScValue *value) {
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if (!_scProp) {
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_scProp = new ScValue(_gameRef);
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}
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if (_scProp) {
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return _scProp->setProp(name, value);
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} else {
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return STATUS_FAILED;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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const char *BaseScriptable::scToString() {
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return "[native object]";
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}
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//////////////////////////////////////////////////////////////////////////
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void *BaseScriptable::scToMemBuffer() {
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return (void *)NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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int BaseScriptable::scToInt() {
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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double BaseScriptable::scToFloat() {
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return 0.0f;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseScriptable::scToBool() {
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return false;
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}
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//////////////////////////////////////////////////////////////////////////
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void BaseScriptable::scSetString(const char *val) {
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}
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//////////////////////////////////////////////////////////////////////////
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void BaseScriptable::scSetInt(int val) {
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}
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//////////////////////////////////////////////////////////////////////////
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void BaseScriptable::scSetFloat(double val) {
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}
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//////////////////////////////////////////////////////////////////////////
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void BaseScriptable::scSetBool(bool val) {
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseScriptable::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transfer(TMEMBER(_gameRef));
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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 STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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int BaseScriptable::scCompare(BaseScriptable *val) {
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if (this < val) {
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return -1;
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} else if (this > val) {
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return 1;
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} else {
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return 0;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void BaseScriptable::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 BaseScriptable::canHandleMethod(const char *eventMethod) const {
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return false;
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}
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//////////////////////////////////////////////////////////////////////////
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ScScript *BaseScriptable::invokeMethodThread(const char *methodName) {
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return nullptr;
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}
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} // end of namespace Wintermute
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