/* 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 3 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, see . * */ #ifndef AGS_ENGINE_AC_PROPERTIES_H #define AGS_ENGINE_AC_PROPERTIES_H #include "ags/shared/game/custom_properties.h" namespace AGS3 { using AGS::Shared::StringIMap; // Getting a property value requires static and runtime property maps. // Key is first searched in runtime map, if not found - static map is taken, // which contains original property values for particular game entity. // Lastly, if the key is still not found, then the default schema value is // returned for the given property. int get_int_property(const StringIMap &st_prop, const StringIMap &rt_prop, const char *property); void get_text_property(const StringIMap &st_prop, const StringIMap &rt_prop, const char *property, char *bufer); const char *get_text_property_dynamic_string(const StringIMap &st_prop, const StringIMap &rt_prop, const char *property); bool set_int_property(StringIMap &rt_prop, const char *property, int value); bool set_text_property(StringIMap &rt_prop, const char *property, const char *value); } // namespace AGS3 #endif