// Copyright (c) 2003 Rob Kaper // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // version 2 as published by the Free Software Foundation. // // 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; see the file COPYING. If not, write to // the Free Software Foundation, Inc., 59 Temple Place - Suite 330, // Boston, MA 02111-1307, USA. #include "gameobject.h" #include "gameproperty.h" GameProperty::GameProperty(const std::string &key, GameObject *scope) { m_key = key; m_scope = scope; m_changed = true; } std::string GameProperty::key() const { return m_key; } GameObject *GameProperty::scope() { return m_scope; } void GameProperty::setChanged(const bool &changed) { m_changed = changed; } bool GameProperty::changed() const { return m_changed; } GameIntProperty::GameIntProperty(const std::string &key, int value, GameObject *scope) : GameProperty(key, scope) { m_value = value; } bool GameIntProperty::setValue(int value) { if (m_value != value) { m_value = value; m_changed = true; } return m_changed; } int GameIntProperty::value() { return m_value; } GameStringProperty::GameStringProperty(const std::string &key, const std::string &value, GameObject *scope) : GameProperty(key, scope) { m_value = value; } bool GameStringProperty::setValue(const std::string &value) { if (m_value != value) { m_value = value; m_changed = true; } return m_changed; } std::string GameStringProperty::value() const { return m_value; } GameBoolProperty::GameBoolProperty(const std::string &key, const bool &value, GameObject *scope) : GameProperty(key, scope) { m_value = value; } bool GameBoolProperty::setValue(const bool &value) { if (m_value != value) { m_value = value; m_changed = true; } return m_changed; } bool GameBoolProperty::value() const { return m_value; }