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137 lines
6.0 KiB
C++
137 lines
6.0 KiB
C++
/* 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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//
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// Managed script object interface.
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//
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//=============================================================================
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#ifndef AGS_ENGINE_AC_DYNOBJ_CC_DYNAMIC_OBJECT_H
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#define AGS_ENGINE_AC_DYNOBJ_CC_DYNAMIC_OBJECT_H
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#include "ags/lib/std/utility.h"
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#include "ags/shared/core/types.h"
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namespace AGS3 {
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// Forward declaration
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namespace AGS {
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namespace Shared {
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class Stream;
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} // namespace Shared
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} // namespace AGS
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using namespace AGS; // FIXME later
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// A pair of managed handle and abstract object pointer
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typedef std::pair<int32_t, void *> DynObjectRef;
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// OBJECT-BASED SCRIPTING RUNTIME FUNCTIONS
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// interface
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struct ICCDynamicObject {
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// when a ref count reaches 0, this is called with the address
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// of the object. Return 1 to remove the object from memory, 0 to
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// leave it
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// The "force" flag tells system to detach the object, breaking any links and references
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// to other managed objects or game resources (instead of disposing these too).
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// TODO: it might be better to rewrite the managed pool and remove this flag at all,
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// because it makes the use of this interface prone to mistakes.
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virtual int Dispose(const char *address, bool force = false) = 0;
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// return the type name of the object
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virtual const char *GetType() = 0;
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// serialize the object into BUFFER (which is BUFSIZE bytes)
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// return number of bytes used
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// TODO: pass savegame format version
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virtual int Serialize(const char *address, char *buffer, int bufsize) = 0;
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// Legacy support for reading and writing object values by their relative offset.
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// WARNING: following were never a part of plugin API, therefore these methods
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// should **never** be called for kScValPluginObject script objects!
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//
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// RE: GetFieldPtr()
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// According to AGS script specification, when the old-string pointer or char array is passed
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// as an argument, the byte-code does not include any specific command for the member variable
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// retrieval and instructs to pass an address of the object itself with certain offset.
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// This results in functions like StrCopy writing directly over object address.
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// There may be other implementations, but the big question is: how to detect when this is
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// necessary, because byte-code does not contain any distinct operation for this case.
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// The worst thing here is that with the current byte-code structure we can never tell whether
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// offset 0 means getting pointer to whole object or a pointer to its first field.
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virtual const char *GetFieldPtr(const char *address, intptr_t offset) = 0;
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virtual void Read(const char *address, intptr_t offset, void *dest, int size) = 0;
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virtual uint8_t ReadInt8(const char *address, intptr_t offset) = 0;
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virtual int16_t ReadInt16(const char *address, intptr_t offset) = 0;
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virtual int32_t ReadInt32(const char *address, intptr_t offset) = 0;
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virtual float ReadFloat(const char *address, intptr_t offset) = 0;
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virtual void Write(const char *address, intptr_t offset, void *src, int size) = 0;
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virtual void WriteInt8(const char *address, intptr_t offset, uint8_t val) = 0;
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virtual void WriteInt16(const char *address, intptr_t offset, int16_t val) = 0;
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virtual void WriteInt32(const char *address, intptr_t offset, int32_t val) = 0;
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virtual void WriteFloat(const char *address, intptr_t offset, float val) = 0;
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protected:
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ICCDynamicObject() {}
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virtual ~ICCDynamicObject() {}
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};
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struct ICCObjectReader {
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virtual ~ICCObjectReader() {}
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// TODO: pass savegame format version
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virtual void Unserialize(int index, const char *objectType, const char *serializedData, int dataSize) = 0;
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};
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struct ICCStringClass {
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virtual ~ICCStringClass() {}
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virtual DynObjectRef CreateString(const char *fromText) = 0;
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};
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// set the class that will be used for dynamic strings
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extern void ccSetStringClassImpl(ICCStringClass *theClass);
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// register a memory handle for the object and allow script
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// pointers to point to it
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extern int32_t ccRegisterManagedObject(const void *object, ICCDynamicObject *, bool plugin_object = false);
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// register a de-serialized object
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extern int32_t ccRegisterUnserializedObject(int index, const void *object, ICCDynamicObject *, bool plugin_object = false);
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// unregister a particular object
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extern int ccUnRegisterManagedObject(const void *object);
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// remove all registered objects
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extern void ccUnregisterAllObjects();
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// serialize all objects to disk
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extern void ccSerializeAllObjects(Shared::Stream *out);
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// un-serialise all objects (will remove all currently registered ones)
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extern int ccUnserializeAllObjects(Shared::Stream *in, ICCObjectReader *callback);
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// dispose the object if RefCount==0
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extern void ccAttemptDisposeObject(int32_t handle);
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// translate between object handles and memory addresses
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extern int32_t ccGetObjectHandleFromAddress(const char *address);
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// TODO: not sure if it makes any sense whatsoever to use "const char*"
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// in these functions, might as well change to char* or just void*.
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extern const char *ccGetObjectAddressFromHandle(int32_t handle);
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extern int ccAddObjectReference(int32_t handle);
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extern int ccReleaseObjectReference(int32_t handle);
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} // namespace AGS3
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#endif
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