Beispiel #1
0
void CScStack::Push(CScValue *Val) {
	m_SP++;

	if (m_SP < m_Values.GetSize()) {
		m_Values[m_SP]->Cleanup();
		m_Values[m_SP]->Copy(Val);
	} else {
		CScValue *val = new CScValue(Game);
		val->Copy(Val);
		m_Values.Add(val);
	}
}
HRESULT CScValue::SetProp(char *Name, CScValue *Val, bool CopyWhole, bool SetAsConst)
{
    if(m_Type==VAL_VARIABLE_REF) return m_ValRef->SetProp(Name, Val);

    HRESULT ret = E_FAIL;
    if(m_Type==VAL_NATIVE && m_ValNative) {
        ret = m_ValNative->ScSetProperty(Name, Val);
    }

    if(FAILED(ret))
    {
        CScValue* val = NULL;

        m_ValIter = m_ValObject.find(Name);
        if (m_ValIter != m_ValObject.end())
        {
            val = m_ValIter->second;
        }
        if(!val) val = new CScValue(Game);
        else val->Cleanup();

        val->Copy(Val, CopyWhole);
        val->m_IsConstVar = SetAsConst;
        m_ValObject[Name] = val;

        if(m_Type!=VAL_NATIVE) m_Type = VAL_OBJECT;

        /*
        m_ValIter = m_ValObject.find(Name);
        if (m_ValIter != m_ValObject.end()){
        	delete m_ValIter->second;
        	m_ValIter->second = NULL;
        }
        CScValue* val = new CScValue(Game);
        val->Copy(Val, CopyWhole);
        val->m_IsConstVar = SetAsConst;
        m_ValObject[Name] = val;

        if(m_Type!=VAL_NATIVE) m_Type = VAL_OBJECT;
        */
    }

    return S_OK;
}