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570 lines
21 KiB
C++
570 lines
21 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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//=============================================================================
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//
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// AGS Plugin interface header file
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//
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// #define THIS_IS_THE_PLUGIN beforehand if including from the plugin
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//
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//=============================================================================
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#ifndef AGS_ENGINE_PLUGIN_AGSPLUGIN_H
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#define AGS_ENGINE_PLUGIN_AGSPLUGIN_H
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#include "ags/shared/core/types.h"
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#include "common/array.h"
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namespace AGS3 {
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typedef Common::Array<intptr_t> ScriptMethodParams;
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// If the plugin isn't using DDraw, don't require the headers
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#ifndef DIRECTDRAW_VERSION
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typedef void *LPDIRECTDRAW2;
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typedef void *LPDIRECTDRAWSURFACE2;
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#endif
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#ifndef DIRECTSOUND_VERSION
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typedef void *LPDIRECTSOUND;
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#endif
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#ifndef DIRECTINPUT_VERSION
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typedef void *LPDIRECTINPUTDEVICE;
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#endif
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// If the user isn't using Allegro or WinGDI, define the BITMAP into something
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#if !defined(ALLEGRO_H) && !defined(_WINGDI_) && !defined(BITMAP_DEFINED)
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typedef char BITMAP;
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#endif
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// If not using windows.h, define HWND
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#if !defined(_WINDOWS_)
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typedef int HWND;
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#endif
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// This file is distributed as part of the Plugin API docs, so
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// ensure that WINDOWS_VERSION is defined (if applicable)
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#if AGS_PLATFORM_OS_WINDOWS
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#undef WINDOWS_VERSION
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#define WINDOWS_VERSION
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#endif
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// DOS engine doesn't know about stdcall / neither does Linux version
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#if !defined (_WIN32)
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#define __stdcall
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#endif
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#define AGSIFUNC(type) virtual type __stdcall
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#define MASK_WALKABLE 1
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#define MASK_WALKBEHIND 2
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#define MASK_HOTSPOT 3
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// MASK_REGIONS is interface version 11 and above only
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#define MASK_REGIONS 4
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// **** WARNING: DO NOT ALTER THESE CLASSES IN ANY WAY!
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// **** CHANGING THE ORDER OF THE FUNCTIONS OR ADDING ANY VARIABLES
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// **** WILL CRASH THE SYSTEM.
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struct AGSColor {
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unsigned char r, g, b;
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unsigned char padding;
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};
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struct AGSGameOptions {
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int32 score; // player's current score
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int32 usedmode; // set by ProcessClick to last cursor mode used
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int32 disabled_user_interface; // >0 while in cutscene/etc
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int32 gscript_timer; // obsolete
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int32 debug_mode; // whether we're in debug mode
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int32 globalvars[50]; // obsolete
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int32 messagetime; // time left for auto-remove messages
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int32 usedinv; // inventory item last used
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int32 inv_top, inv_numdisp, inv_numorder, inv_numinline;
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int32 text_speed; // how quickly text is removed
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int32 sierra_inv_color; // background used to paint defualt inv window
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int32 talkanim_speed; // animation speed of talking anims
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int32 inv_item_wid, inv_item_hit; // set by SetInvDimensions
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int32 speech_text_shadow; // colour of outline fonts (default black)
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int32 swap_portrait_side; // sierra-style speech swap sides
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int32 speech_textwindow_gui; // textwindow used for sierra-style speech
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int32 follow_change_room_timer; // delay before moving following characters into new room
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int32 totalscore; // maximum possible score
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int32 skip_display; // how the user can skip normal Display windows
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int32 no_multiloop_repeat; // for backwards compatibility
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int32 roomscript_finished; // on_call finished in room
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int32 used_inv_on; // inv item they clicked on
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int32 no_textbg_when_voice; // no textwindow bgrnd when voice speech is used
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int32 max_dialogoption_width; // max width of dialog options text window
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int32 no_hicolor_fadein; // fade out but instant in for hi-color
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int32 bgspeech_game_speed; // is background speech relative to game speed
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int32 bgspeech_stay_on_display; // whether to remove bg speech when DisplaySpeech is used
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int32 unfactor_speech_from_textlength; // remove "&10" when calculating time for text to stay
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int32 mp3_loop_before_end; // loop this time before end of track (ms)
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int32 speech_music_drop; // how much to drop music volume by when speech is played
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int32 in_cutscene; // we are between a StartCutscene and EndCutscene
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int32 fast_forward; // player has elected to skip cutscene
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int32 room_width; // width of current room
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int32 room_height; // height of current room
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};
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// AGSCharacter.flags
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#define CHF_NOSCALING 1
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#define CHF_FIXVIEW 2 // between SetCharView and ReleaseCharView
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#define CHF_NOINTERACT 4
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#define CHF_NODIAGONAL 8
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#define CHF_ALWAYSIDLE 0x10
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#define CHF_NOLIGHTING 0x20
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#define CHF_NOTURNING 0x40
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#define CHF_NOWALKBEHINDS 0x80
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struct AGSCharacter {
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int32 defview;
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int32 talkview;
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int32 view;
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int32 room, prevroom;
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int32 x, y, wait;
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int32 flags;
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short following;
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short followinfo;
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int32 idleview; // the loop will be randomly picked
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short idletime, idleleft; // num seconds idle before playing anim
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short transparency; // if character is transparent
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short baseline;
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int32 activeinv;
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int32 talkcolor;
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int32 thinkview;
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int32 reserved[2];
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short walkspeed_y, pic_yoffs;
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int32 z;
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int32 reserved2[5];
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short loop, frame;
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short walking, animating;
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short walkspeed, animspeed;
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short inv[301];
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short actx, acty;
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char name[40];
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char scrname[20];
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char on;
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};
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// AGSObject.flags
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#define OBJF_NOINTERACT 1 // not clickable
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#define OBJF_NOWALKBEHINDS 2 // ignore walk-behinds
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struct AGSObject {
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int32 x, y;
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int32 transparent; // current transparency setting
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int32 reserved[4];
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short num; // sprite slot number
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short baseline; // <=0 to use Y co-ordinate; >0 for specific baseline
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short view, loop, frame; // only used to track animation - 'num' holds the current sprite
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short wait, moving;
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char cycling; // is it currently animating?
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char overall_speed;
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char on;
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char flags;
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};
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// AGSViewFrame.flags
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#define FRAF_MIRRORED 1 // flipped left to right
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struct AGSViewFrame {
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int32 pic; // sprite slot number
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short xoffs, yoffs;
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short speed;
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int32 flags;
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int32 sound; // play sound when this frame comes round
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int32 reserved_for_future[2];
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};
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// AGSMouseCursor.flags
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#define MCF_ANIMATEMOVE 1
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#define MCF_DISABLED 2
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#define MCF_STANDARD 4
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#define MCF_ONLYANIMOVERHOTSPOT 8
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struct AGSMouseCursor {
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int32 pic; // sprite slot number
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short hotx, hoty; // x,y hotspot co-ordinates
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short view; // view (for animating cursors) or -1
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char name[10]; // name of cursor mode
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char flags; // MCF_flags above
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};
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// The editor-to-plugin interface
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class IAGSEditor {
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public:
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int32 version;
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int32 pluginId; // used internally, do not touch this
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public:
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virtual ~IAGSEditor() {}
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// get the HWND of the main editor frame
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AGSIFUNC(HWND) GetEditorHandle();
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// get the HWND of the current active window
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AGSIFUNC(HWND) GetWindowHandle();
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// add some script to the default header
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AGSIFUNC(void) RegisterScriptHeader(const char *header);
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// de-register a script header (pass same pointer as when added)
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AGSIFUNC(void) UnregisterScriptHeader(const char *header);
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};
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// Below are interface 3 and later
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#define AGSE_KEYPRESS 1
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#define AGSE_MOUSECLICK 2
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#define AGSE_POSTSCREENDRAW 4
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// Below are interface 4 and later
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#define AGSE_PRESCREENDRAW 8
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// Below are interface 5 and later
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#define AGSE_SAVEGAME 0x10
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#define AGSE_RESTOREGAME 0x20
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// Below are interface 6 and later
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#define AGSE_PREGUIDRAW 0x40
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#define AGSE_LEAVEROOM 0x80
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#define AGSE_ENTERROOM 0x100
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#define AGSE_TRANSITIONIN 0x200
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#define AGSE_TRANSITIONOUT 0x400
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// Below are interface 12 and later
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#define AGSE_FINALSCREENDRAW 0x800
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#define AGSE_TRANSLATETEXT 0x1000
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// Below are interface 13 and later
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#define AGSE_SCRIPTDEBUG 0x2000
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#define AGSE_AUDIODECODE 0x4000 // obsolete, no longer supported
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// Below are interface 18 and later
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#define AGSE_SPRITELOAD 0x8000
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// Below are interface 21 and later
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#define AGSE_PRERENDER 0x10000
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// Below are interface 24 and later
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#define AGSE_PRESAVEGAME 0x20000
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#define AGSE_POSTRESTOREGAME 0x40000
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#define AGSE_TOOHIGH 0x80000
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// GetFontType font types
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#define FNT_INVALID 0
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#define FNT_SCI 1
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#define FNT_TTF 2
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// PlaySoundChannel sound types
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#define PSND_WAVE 1
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#define PSND_MP3STREAM 2
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#define PSND_MP3STATIC 3
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#define PSND_OGGSTREAM 4
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#define PSND_OGGSTATIC 5
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#define PSND_MIDI 6
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#define PSND_MOD 7
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class IAGSScriptManagedObject {
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public:
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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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virtual int Dispose(const char *address, bool force) = 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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virtual int Serialize(const char *address, char *buffer, int bufsize) = 0;
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protected:
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IAGSScriptManagedObject() {
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};
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~IAGSScriptManagedObject() {
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};
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};
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class IAGSManagedObjectReader {
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public:
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virtual void Unserialize(int key, const char *serializedData, int dataSize) = 0;
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protected:
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IAGSManagedObjectReader() {
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};
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~IAGSManagedObjectReader() {
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};
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};
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class IAGSFontRenderer {
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public:
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virtual bool LoadFromDisk(int fontNumber, int fontSize) = 0;
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virtual void FreeMemory(int fontNumber) = 0;
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virtual bool SupportsExtendedCharacters(int fontNumber) = 0;
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virtual int GetTextWidth(const char *text, int fontNumber) = 0;
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virtual int GetTextHeight(const char *text, int fontNumber) = 0;
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virtual void RenderText(const char *text, int fontNumber, BITMAP *destination, int x, int y, int colour) = 0;
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virtual void AdjustYCoordinateForFont(int *ycoord, int fontNumber) = 0;
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virtual void EnsureTextValidForFont(char *text, int fontNumber) = 0;
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protected:
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IAGSFontRenderer() {
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};
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~IAGSFontRenderer() {
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};
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};
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// The plugin-to-engine interface
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class IAGSEngine {
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public:
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int32 version;
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int32 pluginId; // used internally, do not touch
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public:
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virtual ~IAGSEngine() {}
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// quit the game
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AGSIFUNC(void) AbortGame(const char *reason);
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// get engine version
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AGSIFUNC(const char *) GetEngineVersion();
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// register a script function with the system
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AGSIFUNC(void) RegisterScriptFunction(const char *name, void *address);
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#ifdef WINDOWS_VERSION
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// get game window handle
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AGSIFUNC(HWND) GetWindowHandle();
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// get reference to main DirectDraw interface
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AGSIFUNC(LPDIRECTDRAW2) GetDirectDraw2();
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// get the DDraw surface associated with a bitmap
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AGSIFUNC(LPDIRECTDRAWSURFACE2) GetBitmapSurface(BITMAP *);
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#endif
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// get a reference to the screen bitmap
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AGSIFUNC(BITMAP *) GetScreen();
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// *** BELOW ARE INTERFACE VERSION 2 AND ABOVE ONLY
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// ask the engine to call back when a certain event happens
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AGSIFUNC(void) RequestEventHook(int32 event);
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// get the options data saved in the editor
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AGSIFUNC(int) GetSavedData(char *buffer, int32 bufsize);
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// *** BELOW ARE INTERFACE VERSION 3 AND ABOVE ONLY
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// get the virtual screen
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AGSIFUNC(BITMAP *) GetVirtualScreen();
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// write text to the screen in the specified font and colour
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AGSIFUNC(void) DrawText(int32 x, int32 y, int32 font, int32 color, const char *text);
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// get screen dimensions
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AGSIFUNC(void) GetScreenDimensions(int32 *width, int32 *height, int32 *coldepth);
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// get screen surface to draw on
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AGSIFUNC(unsigned char **) GetRawBitmapSurface(BITMAP *);
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// release the surface
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AGSIFUNC(void) ReleaseBitmapSurface(BITMAP *);
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// get the current mouse co-ordinates
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AGSIFUNC(void) GetMousePosition(int32 *x, int32 *y);
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// *** BELOW ARE INTERFACE VERSION 4 AND ABOVE ONLY
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// get the current room number
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AGSIFUNC(int) GetCurrentRoom();
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// get the number of background scenes in this room
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AGSIFUNC(int) GetNumBackgrounds();
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// get the current background frame
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AGSIFUNC(int) GetCurrentBackground();
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// get a background scene bitmap
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AGSIFUNC(BITMAP *) GetBackgroundScene(int32);
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// get dimensions of a bitmap
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AGSIFUNC(void) GetBitmapDimensions(BITMAP *bmp, int32 *width, int32 *height, int32 *coldepth);
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// *** BELOW ARE INTERFACE VERSION 5 AND ABOVE ONLY
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// similar to fwrite - buffer, size, filehandle
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AGSIFUNC(int) FWrite(void *, int32, int32);
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// similar to fread - buffer, size, filehandle
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AGSIFUNC(int) FRead(void *, int32, int32);
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// print text, wrapping as usual
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AGSIFUNC(void) DrawTextWrapped(int32 x, int32 y, int32 width, int32 font, int32 color, const char *text);
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// set the current active 'screen'
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AGSIFUNC(void) SetVirtualScreen(BITMAP *);
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// look up a word in the parser dictionary
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AGSIFUNC(int) LookupParserWord(const char *word);
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// draw a bitmap to the active screen
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AGSIFUNC(void) BlitBitmap(int32 x, int32 y, BITMAP *, int32 masked);
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// update the mouse and music
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AGSIFUNC(void) PollSystem();
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// *** BELOW ARE INTERFACE VERSION 6 AND ABOVE ONLY
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// get number of characters in game
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AGSIFUNC(int) GetNumCharacters();
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// get reference to specified character struct
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AGSIFUNC(AGSCharacter *) GetCharacter(int32);
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// get reference to game struct
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AGSIFUNC(AGSGameOptions *) GetGameOptions();
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// get reference to current palette
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AGSIFUNC(AGSColor *) GetPalette();
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// update palette
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AGSIFUNC(void) SetPalette(int32 start, int32 finish, AGSColor *);
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// *** BELOW ARE INTERFACE VERSION 7 AND ABOVE ONLY
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// get the current player character
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AGSIFUNC(int) GetPlayerCharacter();
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// adjust to main viewport co-ordinates
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AGSIFUNC(void) RoomToViewport(int32 *x, int32 *y);
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// adjust from main viewport co-ordinates (ignores viewport bounds)
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AGSIFUNC(void) ViewportToRoom(int32 *x, int32 *y);
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// number of objects in current room
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AGSIFUNC(int) GetNumObjects();
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// get reference to specified object
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AGSIFUNC(AGSObject *) GetObject(int32);
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// get sprite graphic
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AGSIFUNC(BITMAP *) GetSpriteGraphic(int32);
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// create a new blank bitmap
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AGSIFUNC(BITMAP *) CreateBlankBitmap(int32 width, int32 height, int32 coldep);
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// free a created bitamp
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AGSIFUNC(void) FreeBitmap(BITMAP *);
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// *** BELOW ARE INTERFACE VERSION 8 AND ABOVE ONLY
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// get one of the room area masks
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AGSIFUNC(BITMAP *) GetRoomMask(int32);
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// *** BELOW ARE INTERFACE VERSION 9 AND ABOVE ONLY
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// get a particular view frame
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AGSIFUNC(AGSViewFrame *) GetViewFrame(int32 view, int32 loop, int32 frame);
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// get the walk-behind baseline of a specific WB area
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AGSIFUNC(int) GetWalkbehindBaseline(int32 walkbehind);
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// get the address of a script function
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AGSIFUNC(void *) GetScriptFunctionAddress(const char *funcName);
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// get the transparent colour of a bitmap
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AGSIFUNC(int) GetBitmapTransparentColor(BITMAP *);
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// get the character scaling level at a particular point
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AGSIFUNC(int) GetAreaScaling(int32 x, int32 y);
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// equivalent to the text script function
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AGSIFUNC(int) IsGamePaused();
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// *** BELOW ARE INTERFACE VERSION 10 AND ABOVE ONLY
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// get the raw pixel value to use for the specified AGS colour
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AGSIFUNC(int) GetRawPixelColor(int32 color);
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// *** BELOW ARE INTERFACE VERSION 11 AND ABOVE ONLY
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// get the width / height of the specified sprite
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AGSIFUNC(int) GetSpriteWidth(int32);
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AGSIFUNC(int) GetSpriteHeight(int32);
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// get the dimensions of the specified string in the specified font
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AGSIFUNC(void) GetTextExtent(int32 font, const char *text, int32 *width, int32 *height);
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// print a message to the debug console
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AGSIFUNC(void) PrintDebugConsole(const char *text);
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// play a sound on the specified channel
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AGSIFUNC(void) PlaySoundChannel(int32 channel, int32 soundType, int32 volume, int32 loop, const char *filename);
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// same as text script function
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AGSIFUNC(int) IsChannelPlaying(int32 channel);
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// *** BELOW ARE INTERFACE VERSION 12 AND ABOVE ONLY
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// invalidate a region of the virtual screen
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AGSIFUNC(void) MarkRegionDirty(int32 left, int32 top, int32 right, int32 bottom);
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// get mouse cursor details
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AGSIFUNC(AGSMouseCursor *) GetMouseCursor(int32 cursor);
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// get the various components of a pixel
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AGSIFUNC(void) GetRawColorComponents(int32 coldepth, int32 color, int32 *red, int32 *green, int32 *blue, int32 *alpha);
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// make a pixel colour from the supplied components
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AGSIFUNC(int) MakeRawColorPixel(int32 coldepth, int32 red, int32 green, int32 blue, int32 alpha);
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// get whether the font is TTF or SCI
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AGSIFUNC(int) GetFontType(int32 fontNum);
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// create a new dynamic sprite slot
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AGSIFUNC(int) CreateDynamicSprite(int32 coldepth, int32 width, int32 height);
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// free a created dynamic sprite
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AGSIFUNC(void) DeleteDynamicSprite(int32 slot);
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// check if a sprite has an alpha channel
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AGSIFUNC(int) IsSpriteAlphaBlended(int32 slot);
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// *** BELOW ARE INTERFACE VERSION 13 AND ABOVE ONLY
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// un-request an event, requested earlier with RequestEventHook
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AGSIFUNC(void) UnrequestEventHook(int32 event);
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// draw a translucent bitmap to the active screen
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AGSIFUNC(void) BlitSpriteTranslucent(int32 x, int32 y, BITMAP *, int32 trans);
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// draw a sprite to the screen, but rotated around its centre
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AGSIFUNC(void) BlitSpriteRotated(int32 x, int32 y, BITMAP *, int32 angle);
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// *** BELOW ARE INTERFACE VERSION 14 AND ABOVE ONLY
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#ifdef WINDOWS_VERSION
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// get reference to main DirectSound interface
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AGSIFUNC(LPDIRECTSOUND) GetDirectSound();
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#endif
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// disable AGS sound engine
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|
AGSIFUNC(void) DisableSound();
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// check whether a script function can be run now
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|
AGSIFUNC(int) CanRunScriptFunctionNow();
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// call a user-defined script function
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AGSIFUNC(int) CallGameScriptFunction(const char *name, int32 globalScript, int32 numArgs, long arg1 = 0, long arg2 = 0, long arg3 = 0);
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// *** BELOW ARE INTERFACE VERSION 15 AND ABOVE ONLY
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// force any sprites on-screen using the slot to be updated
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AGSIFUNC(void) NotifySpriteUpdated(int32 slot);
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|
// change whether the specified sprite is a 32-bit alpha blended image
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|
AGSIFUNC(void) SetSpriteAlphaBlended(int32 slot, int32 isAlphaBlended);
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|
// run the specified script function whenever script engine is available
|
|
AGSIFUNC(void) QueueGameScriptFunction(const char *name, int32 globalScript, int32 numArgs, long arg1 = 0, long arg2 = 0);
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|
// register a new dynamic managed script object
|
|
AGSIFUNC(int) RegisterManagedObject(const void *object, IAGSScriptManagedObject *callback);
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|
// add an object reader for the specified object type
|
|
AGSIFUNC(void) AddManagedObjectReader(const char *typeName, IAGSManagedObjectReader *reader);
|
|
// register an un-serialized managed script object
|
|
AGSIFUNC(void) RegisterUnserializedObject(int key, const void *object, IAGSScriptManagedObject *callback);
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|
|
|
// *** BELOW ARE INTERFACE VERSION 16 AND ABOVE ONLY
|
|
// get the address of a managed object based on its key
|
|
AGSIFUNC(void *) GetManagedObjectAddressByKey(int key);
|
|
// get managed object's key from its address
|
|
AGSIFUNC(int) GetManagedObjectKeyByAddress(const char *address);
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|
|
|
// *** BELOW ARE INTERFACE VERSION 17 AND ABOVE ONLY
|
|
// create a new script string
|
|
AGSIFUNC(const char *) CreateScriptString(const char *fromText);
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|
|
|
// *** BELOW ARE INTERFACE VERSION 18 AND ABOVE ONLY
|
|
// increment reference count
|
|
AGSIFUNC(int) IncrementManagedObjectRefCount(const char *address);
|
|
// decrement reference count
|
|
AGSIFUNC(int) DecrementManagedObjectRefCount(const char *address);
|
|
// set mouse position
|
|
AGSIFUNC(void) SetMousePosition(int32 x, int32 y);
|
|
// simulate the mouse being clicked
|
|
AGSIFUNC(void) SimulateMouseClick(int32 button);
|
|
// get number of waypoints on this movement path
|
|
AGSIFUNC(int) GetMovementPathWaypointCount(int32 pathId);
|
|
// get the last waypoint that the char/obj passed
|
|
AGSIFUNC(int) GetMovementPathLastWaypoint(int32 pathId);
|
|
// get the co-ordinates of the specified waypoint
|
|
AGSIFUNC(void) GetMovementPathWaypointLocation(int32 pathId, int32 waypoint, int32 *x, int32 *y);
|
|
// get the speeds of the specified waypoint
|
|
AGSIFUNC(void) GetMovementPathWaypointSpeed(int32 pathId, int32 waypoint, int32 *xSpeed, int32 *ySpeed);
|
|
|
|
// *** BELOW ARE INTERFACE VERSION 19 AND ABOVE ONLY
|
|
// get the current graphics driver ID
|
|
AGSIFUNC(const char *) GetGraphicsDriverID();
|
|
|
|
// *** BELOW ARE INTERFACE VERSION 22 AND ABOVE ONLY
|
|
// get whether we are running under the editor's debugger
|
|
AGSIFUNC(int) IsRunningUnderDebugger();
|
|
// tells the engine to break into the debugger when the next line of script is run
|
|
AGSIFUNC(void) BreakIntoDebugger();
|
|
// fills buffer with <install dir>\fileName, as appropriate
|
|
AGSIFUNC(void) GetPathToFileInCompiledFolder(const char *fileName, char *buffer);
|
|
|
|
// *** BELOW ARE INTERFACE VERSION 23 AND ABOVE ONLY
|
|
#ifdef WINDOWS_VERSION
|
|
// get reference to keyboard Direct Input device
|
|
AGSIFUNC(LPDIRECTINPUTDEVICE) GetDirectInputKeyboard();
|
|
// get reference to mouse Direct Input device
|
|
AGSIFUNC(LPDIRECTINPUTDEVICE) GetDirectInputMouse();
|
|
#endif
|
|
// install a replacement renderer for the specified font number
|
|
AGSIFUNC(IAGSFontRenderer *) ReplaceFontRenderer(int fontNumber, IAGSFontRenderer *newRenderer);
|
|
};
|
|
|
|
} // namespace AGS3
|
|
|
|
#endif
|