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engines/wintermute/base/scriptables/script_value.h
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110
engines/wintermute/base/scriptables/script_value.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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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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#ifndef WINTERMUTE_SCVALUE_H
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#define WINTERMUTE_SCVALUE_H
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/base/scriptables/dcscript.h" // Added by ClassView
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#include "common/str.h"
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namespace Wintermute {
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class ScScript;
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class BaseScriptable;
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class ScValue : public BaseClass {
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public:
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static int compare(ScValue *val1, ScValue *val2, bool enableFloatCompareWA);
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static int compareStrict(ScValue *val1, ScValue *val2, bool enableFloatCompareWA);
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TValType getTypeTolerant();
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void cleanup(bool ignoreNatives = false);
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DECLARE_PERSISTENT(ScValue, BaseClass)
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bool _isConstVar;
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bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
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void setValue(ScValue *val);
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bool _persistent;
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bool propExists(const char *name);
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void copy(ScValue *orig, bool copyWhole = false);
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void setStringVal(const char *val);
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TValType getType();
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bool getBool(bool defaultVal = false);
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int getInt(int defaultVal = 0);
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double getFloat(double defaultVal = 0.0f);
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const char *getString();
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void *getMemBuffer();
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BaseScriptable *getNative();
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bool deleteProp(const char *name);
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void deleteProps();
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void cleanProps(bool includingNatives);
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void setBool(bool val);
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void setInt(int val);
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void setFloat(double val);
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void setString(const char *val);
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void setString(const Common::String &val);
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void setNULL();
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void setNative(BaseScriptable *val, bool persistent = false);
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void setObject();
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void setReference(ScValue *val);
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bool isNULL();
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bool isNative();
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bool isString();
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bool isBool();
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bool isFloat();
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bool isInt();
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bool isObject();
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bool setProp(const char *name, ScValue *val, bool copyWhole = false, bool setAsConst = false);
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ScValue *getProp(const char *name);
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BaseScriptable *_valNative;
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ScValue *_valRef;
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bool _valBool;
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int32 _valInt;
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double _valFloat;
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char *_valString;
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TValType _type;
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ScValue(BaseGame *inGame);
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ScValue(BaseGame *inGame, bool val);
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ScValue(BaseGame *inGame, int32 val);
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ScValue(BaseGame *inGame, double val);
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ScValue(BaseGame *inGame, const char *val);
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~ScValue() override;
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Common::HashMap<Common::String, ScValue *> _valObject;
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Common::HashMap<Common::String, ScValue *>::iterator _valIter;
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bool setProperty(const char *propName, int32 value);
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bool setProperty(const char *propName, const char *value);
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bool setProperty(const char *propName, double value);
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bool setProperty(const char *propName, bool value);
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bool setProperty(const char *propName);
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};
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} // End of namespace Wintermute
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#endif
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