Treasure.m

/*
     File: Treasure.m 
 Abstract: Treasure class
 for this example application.  Treasure is a subclass
 of the Trinket class and it has some additional
 properties.
 
 Trinkets and treasures provide us with objects to
 put inside of the Bucket and StrongBox container
 objects. 
  Version: 1.2 
  
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 */
 
#import "Treasure.h"
#import "scriptLog.h"
 
 
@implementation Treasure
 
    /* Instead of sythesizing our properties here, we implement them manually
       in order to perform logging for debugging purposes. */
 
 
    /* after initializing our superclasses, we set the properties we're
    maintaining in this class to their default values.
    
    See the description of the NSCreateCommand for more information about
    when your init method will be called.  */
- (id)init {
    if ((self = [super init])) {
        itemValue = [[NSNumber alloc] initWithFloat:0.0];
        itemMetal = [[NSNumber alloc] initWithUnsignedLong:kTinMetal];
    }
        /* I put the logging statement later after the superclass was initialized
        so we will be able to report the uniqueID */
    SLOG(@"init treasure %@", self.uniqueID);
    return self;
}
 
    /* standard deallocation of our members followed by superclass.
    nothing out of the ordinary here. */
- (void) dealloc {
    SLOG(@"del treasure %@", self.uniqueID);
    self.value = nil;
    self.metal = nil;
    [super dealloc];
}
 
 
    /* We have implemented our 'metal' property as an
    AppleScript enumeration.  As such, each of the items in the
    enumeration is identified by a unique four character code
    stored in a long integer.
    decodeMetal converts the four character OSType stored
    in an unsigned long into a human readable string we can
    display in our logging.  */
+ (NSString*) decodeMetal:(NSNumber*) metal {
    NSString *metalName;
    switch ([metal unsignedLongValue]) {
        case kTinMetal: metalName = @"Tin"; break;
        case kPewterMetal: metalName = @"Pewter"; break;
        case kBronzeMetal: metalName = @"Bronze"; break;
        case kSilverMetal: metalName = @"Silver"; break;
        case kGoldMetal: metalName = @"Gold"; break;
        default: metalName = @"Unknown"; break;
    }
    return [NSString stringWithString:metalName];
}
 
 
 
    /* standard setter and getter methods for the 'value' property
    nothing out of the ordinary here. */
- (NSNumber *)value {
    SLOG(@"treasure %@ value = %@", self.uniqueID, itemValue);
    return [[itemValue retain] autorelease];
}
 
- (void)setValue:(NSNumber *)value {
    SLOG(@"set treasure %@ value to %@", self.uniqueID, value);
    if (itemValue != value) {
        [itemValue release];
        itemValue = [value copy];
    }
}
 
 
    /* standard setter and getter methods for the 'metal' property.
    Nothing out of the ordinary here, but, this time, the fact that
    there is nothing out of the ordinary is interesting in itself.
    Note that since the metal property is an enumeration and it's value
    is stored as a long integer inside of a NSNumber, we don't have to
    do anything special for managing that storage here - we treat it the
    same as any other numeric property.  */
- (NSNumber *)metal {
    SLOG(@"treasure %@ metal = %@", self.uniqueID, [Treasure decodeMetal:itemMetal]);
    return [[itemMetal retain] autorelease];
}
 
- (void)setMetal:(NSNumber *)value {
    SLOG(@"set treasure %@ metal to %@", self.uniqueID, [Treasure decodeMetal:value]);
    if (itemMetal != value) {
        [itemMetal release];
        itemMetal = [value copy];
    }
}
 
 
@end